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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Deon on July 20, 2014, 03:31:32 pm

Title: [0.43.05] ✫ DF Wanderer ✫ (R21): Taffer's update/merge /w Modest Mod in 1stpost.
Post by: Deon on July 20, 2014, 03:31:32 pm


I am going through a period of change in my life, mainly due to 2nd kid, but I wanted to update the original post with a cleaned and updated to 0.43.05 version made by Taffer:

Taffer's update to 0.43.05: https://www.dropbox.com/s/3oga3tg77hy79ma/DF%20Wanderer.zip?dl=0
Taffer's merge with Modest mod (http://www.bay12forums.com/smf/index.php?topic=148265.0): https://www.dropbox.com/s/l9ljo6yk88rfl84/Modest%20Wanderer%200.43.05.zip?dl=0

DF WANDERER MOD



(http://i.imgur.com/AJDZEA4.png)
(http://i.imgur.com/4Tb9FbX.png)






Mod Features



Adventure mode crafting:

Most of reactions (besides ammo crafting, trinket carving and a few others) require to build a carpenter's workshop first.
That's a placeholder until Toady allows us to make custom workshops. Then I will go wild with thematic crafting stations :).

You can now harvest "branches" from trees for woodworking.
- Basic crafting: knap stones, assemble basic axe.
- Alchemy: turn megabeast/griffin hearts into arcane catalysts to craft attribute-boosting balms, painkillers and energy pills, make potions of extravision/indefatigability.
- Bonecarving: make bone arrows, bolts, amulets/rings/bracelets/earrings, bow, crutches, breastplate/helm, spear/dagger
- Bookmaking: turn raw skins into quires and scrolls (with sticks). Write down your stories/poems/chronicles. Bind those into books with leather.
- Decorating: decorate items with spikes/rings/bands of bone/horn/large gem/small gem/teeth
- Leatherworking: tan raw skins, craft leather+bone shields, sew backpacks/cloaks/armors/caps/boots
- Breakdown: destroy metal items to get metal chunks.
- Smelting/smithing: forge weapons and armor from metal chunks you get from "breakdown".
- Stoneworking: make stone arrows/bolts from rocks and sticks, as well as trinkets.
- Woodcrafting: make wooden training weapons, bows, figurines, earrings and bracelets.



Body/material modifications:
- Small creatures have weaker body materials, bigger creatures have tougher body materials.
- There are different tiers of skin/chitin/scale, all of them tannable: weak skin, skin, tough skin, chitin, scale, dragonscale.
- 6 different appropriate levels of tanned leather: suede, leather, hide, chitin, scale, dragonscale.
- Scales are tannable now.
- Fat tissues feel no pain.
- Pain from broken bones is reduced.
- Added healing rates to additional tissues.
- Removed "bone" layer from fingers/toes to reduce pass outs from broken fingers.



Creature modifications:
- Humans, elves, dwarves, goblins and kobolds receive bigger non-binocular vision arc for harder stealth.
- Megabeasts get legendary discipline, NOFEAR and NOPAIN, semimegabeasts get high discipline.
- Many animals get DISCIPLINE skill.
- A bunch of natural predators get NOFEAR.
- Animalman population is greatly reduced to give space to normal animal spawns.




Entity modifications:
- Goblins are adventure mode playable now.
- Humans stylize and maintain their hair too.



Weapon modifications:
- Bows and crossbows are weaker.
- Arrows are sharper but slower, bolts are faster/penetrate better.


Downloads (DFFD):

DF 2016:
>>> DOWNLOAD ASCII version <<< (http://dffd.bay12games.com/file.php?id=11310)
>>> DOWNLOAD Phoebus version <<< (http://dffd.bay12games.com/file.php?id=11311)

DF 2014:
>>> DOWNLOAD ASCII version <<< (http://dffd.wimbli.com/file.php?id=9083)
>>> DOWNLOAD Phoebus version <<< (http://dffd.wimbli.com/file.php?id=9100)
Title: Re: [0.40.04] DF Wanderer (Release 1) - adventure mode crafting and tweaks.
Post by: deepfreeze78 on July 20, 2014, 05:50:46 pm
I've been looking for this since DF2014 came out! Downloading now, also posting to watch.
Title: Re: [0.40.04] DF Wanderer (Release 1) - adventure mode crafting and tweaks.
Post by: Vlad on July 20, 2014, 08:10:59 pm
I wish I could download this but I haven't been able to connect to DFFD since DF got updated.
Title: Re: [0.40.04] DF Wanderer (Release 1) - adventure mode crafting and tweaks.
Post by: Deon on July 20, 2014, 11:12:53 pm
I wish I could download this but I haven't been able to connect to DFFD since DF got updated.
I'll update the mod shortly and put a mirror for this.
Title: Re: [0.40.04] DF Wanderer (Release 2) - adventure mode crafting and tweaks.
Post by: Deon on July 21, 2014, 12:47:59 am
Release 2
Files: Added graphical version (Phoebus).
Files: Added Mediafire mirrors.
Entity: Goblins are now playable in adventure mode.
Entity: Humans now stylize their hair/beards.
Reactions: Adventurers can cook leaves into salad.
Fix: Leaf to bag process in fort mode leaves seeds.
Title: Re: [0.40.04] DF Wanderer (Release 3) - adventure mode crafting and tweaks.
Post by: Deon on July 21, 2014, 02:42:46 am
Release 3
Materials: All scales are tannable now, new SCALE_MATERIALS template for scaled creatures.
Creatures: goblins, dwarves, humans and elves have the same body size, so armor size conflicts are gone..
Title: Re: [0.40.04] DF Wanderer (Release 3) - adventure mode crafting and tweaks.
Post by: deepfreeze78 on July 21, 2014, 11:56:14 am
Creatures: goblins, dwarves, humans and elves have the same body size, so armor size conflicts are gone..

That might kill it for me. That changes combat with them a lot. Is there an easy way to change this back?
Title: Re: [0.40.04] DF Wanderer (Release 3) - adventure mode crafting and tweaks.
Post by: Meph on July 21, 2014, 12:06:41 pm
Creatures: goblins, dwarves, humans and elves have the same body size, so armor size conflicts are gone..

That might kill it for me. That changes combat with them a lot. Is there an easy way to change this back?
Yes, go to creatures_standard.txt in raw/objects, go to the creatures you want to change and look for BODY_SIZE. Its probably around 60000 or 70000 in this mod.

Deon, nice work. :)
Title: Re: [0.40.04] DF Wanderer (Release 3) - adventure mode crafting and tweaks.
Post by: EvilTwin on July 21, 2014, 06:02:28 pm
Maybe an adventurer mode reaction would be useful there, to refit armor (=change it's size), if that's possible. I think I remember that for armor creating reactions it will always make them in the appropriate size, so it would be reactions like generic gauntlet type in, same gauntlet out. That would of course destroy decorations and would not work with artifacts, but that's minor compared to changing the combat by changing the sizes of people.
Title: Re: [0.40.04] DF Wanderer (Release 3) - adventure mode crafting and tweaks.
Post by: Meph on July 21, 2014, 06:55:02 pm
Yes, you could use any armor to make the same armor again. The reaction would accept oversized/too small armor, and make a regular, fitting armor from it.
Title: Re: [0.40.04] DF Wanderer (Release 3) - adventure mode crafting and tweaks.
Post by: Deon on July 22, 2014, 12:34:38 am
Maybe an adventurer mode reaction would be useful there, to refit armor (=change it's size), if that's possible. I think I remember that for armor creating reactions it will always make them in the appropriate size, so it would be reactions like generic gauntlet type in, same gauntlet out. That would of course destroy decorations and would not work with artifacts, but that's minor compared to changing the combat by changing the sizes of people.
That sounds like a good idea.

Are the dwarven sites fixed now and store appropriate armor?

Also the original size difference is pretty small combat-wise, I am not sure why are you so concerned about it, but I will change it.
Also it only matters if you play as a human. Dwarves, goblins and elves are all of the same size in vanilla so the combat between them did not change.

P.S. Here's the attack formula: http://www.bay12forums.com/smf/index.php?topic=37546.0
Title: Re: [0.40.04] DF Wanderer (Release 4) - adventure mode crafting and tweaks.
Post by: Deon on July 22, 2014, 01:16:29 am
Release 4:
- Dwarves, goblins and elves are back to 60k size (from 70k).
- Adventurers can use leather to refit a cap/helm/breastplate/mail shirt/leggings/greaves to appropriate size.
- Non-binocular vision arc of goblins/humans/elves/dwarves/kobolds is increased.
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: Deon on July 22, 2014, 03:40:39 pm
Release 5:
 Some of the old Genesis features are making it in:

- Small creatures have weaker body materials, bigger creatures have tougher body materials.
- There are different tiers of skin/chitin/scale, all of them tannable: weak skin, skin, tough skin, chitin, scale, dragonscale.
- 6 different appropriate levels of tanned leather: suede, leather, hide, chitin, scale, dragonscale.
- Leather/wool is standartized. Racoon leather or sea otter leather is now "suede", dog leather or human leather is now "leather"
- The above info means that item names are shorter,  but you actually get different toughness of leather from different creatures.
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: Dasistgutja on July 26, 2014, 05:49:37 am
Noticed that rock knapping seems to have disappeared.
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: King Kravoka on July 26, 2014, 01:40:11 pm
Release 5:
 Some of the old Genesis features are making it in:

- Small creatures have weaker body materials, bigger creatures have tougher body materials.
- There are different tiers of skin/chitin/scale, all of them tannable: weak skin, skin, tough skin, chitin, scale, dragonscale.
- 6 different appropriate levels of tanned leather: suede, leather, hide, chitin, scale, dragonscale.
- Leather/wool is standartized. Racoon leather or sea otter leather is now "suede", dog leather or human leather is now "leather"
- The above info means that item names are shorter,  but you actually get different toughness of leather from different creatures.

Aww. I dislike mods that do this, I don't care if it means improved FPS; the inability to look at your leather and know the fact that you've got trophies from forgotten beasts, dragons and various large predators just makes the game less dwarfy.
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: Deon on July 26, 2014, 02:12:02 pm
Release 5:
 Some of the old Genesis features are making it in:

- Small creatures have weaker body materials, bigger creatures have tougher body materials.
- There are different tiers of skin/chitin/scale, all of them tannable: weak skin, skin, tough skin, chitin, scale, dragonscale.
- 6 different appropriate levels of tanned leather: suede, leather, hide, chitin, scale, dragonscale.
- Leather/wool is standartized. Racoon leather or sea otter leather is now "suede", dog leather or human leather is now "leather"
- The above info means that item names are shorter,  but you actually get different toughness of leather from different creatures.

Aww. I dislike mods that do this, I don't care if it means improved FPS; the inability to look at your leather and know the fact that you've got trophies from forgotten beasts, dragons and various large predators just makes the game less dwarfy.
Okay, I will definitely make it optional for the next release then!
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: King Kravoka on July 26, 2014, 02:28:30 pm
Release 5:
 Some of the old Genesis features are making it in:

- Small creatures have weaker body materials, bigger creatures have tougher body materials.
- There are different tiers of skin/chitin/scale, all of them tannable: weak skin, skin, tough skin, chitin, scale, dragonscale.
- 6 different appropriate levels of tanned leather: suede, leather, hide, chitin, scale, dragonscale.
- Leather/wool is standartized. Racoon leather or sea otter leather is now "suede", dog leather or human leather is now "leather"
- The above info means that item names are shorter,  but you actually get different toughness of leather from different creatures.

Aww. I dislike mods that do this, I don't care if it means improved FPS; the inability to look at your leather and know the fact that you've got trophies from forgotten beasts, dragons and various large predators just makes the game less dwarfy.
Okay, I will definitely make it optional for the next release then!
Thanks!
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: macrosblackd on July 26, 2014, 06:20:56 pm
Can this be installed on top of the LNP?
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: Deon on July 26, 2014, 07:05:50 pm
Theoretically you could, but it's not advised:
1) The raw changes in LNP will be overwritten with it.
2) The graphical version is tailored for this tileset.
3) Changing LNP options will break the mod because it will overwrite some files with LNP ones.

Why do you need to do that?
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: macrosblackd on July 26, 2014, 11:31:35 pm
Mostly for when DFHack + utils/plugs all get fully updated for DF2014
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: Repseki on July 27, 2014, 04:22:38 am
Release 5:
 Some of the old Genesis features are making it in:

- Small creatures have weaker body materials, bigger creatures have tougher body materials.
- There are different tiers of skin/chitin/scale, all of them tannable: weak skin, skin, tough skin, chitin, scale, dragonscale.
- 6 different appropriate levels of tanned leather: suede, leather, hide, chitin, scale, dragonscale.
- Leather/wool is standartized. Racoon leather or sea otter leather is now "suede", dog leather or human leather is now "leather"
- The above info means that item names are shorter,  but you actually get different toughness of leather from different creatures.

Aww. I dislike mods that do this, I don't care if it means improved FPS; the inability to look at your leather and know the fact that you've got trophies from forgotten beasts, dragons and various large predators just makes the game less dwarfy.
Okay, I will definitely make it optional for the next release then!

Having played some vanilla recently with the new release I'm stuck on the fence between the two leather extremes. I like the different types of leather with simplified names a lot, but also find myself wishing I could deck my adventurer out in some of the more exotic creature leathers.

How difficult would it be to keep the creature specific names for only some of the creatures, while having most of the mundane one simplified down?
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: Birdy on July 27, 2014, 04:50:31 am
I'd prefer to have semi/megabeast type Leathers stay identifiable, but keep the leathers the same otherwise.  Maybe you could standardize meats as well? That could save a bit of FPS, right?

Thanks for the mod BTW, enjoying it.
Title: Re: [0.40.05] DF Wanderer (Release 6) - adventure mode crafting and tweaks.
Post by: Deon on July 28, 2014, 06:57:30 am
Release 6:

- Integrated raw changes from the latest DF version.
- More threats for NPC to choose from.
- More greetings/profession/family etc. text for dialogues.
- More race-related insults.


Right now I am at work so it's hard to do stuff, I just wanted to quickly update the mod. Also there's lots more line of text available as options when  you talk to people (greetings, hostile messages, profession-related stuff, curses for mummies, screams for minotaurs etc).
Later I will work on a GUI to switch mod components and then I will make the optional parts.
Title: Re: [0.40.05] DF Wanderer (Release 6) - adventure mode crafting and tweaks.
Post by: s20dan on July 28, 2014, 07:28:39 am
Release 6:

- Integrated raw changes from the latest DF version.
- More threats for NPC to choose from.
- More greetings/profession/family etc. text for dialogues.
- More race-related insults.


 A nice rapid update, thanks dude :)
Title: Re: [0.40.05] DF Wanderer (Release 6) - adventure mode crafting and tweaks.
Post by: Isher on July 28, 2014, 04:21:57 pm
Deon! You are so awesome! I am glad I asked about this.

Someone mentioned rock knapping earlier in the thread, I do like the ability to knap rocks/create stone weapons out of sticks and stones (and grass or something for binding?) so's I can throw my copper dagger in a hole and wander out in the middle of nowhere and start from scratch.

But the most important parts are here, and it is clearly better than before, and thank you very much. I hate when you give someone like me 99 percent and he asks for more, but that is what I have just done.

So, to reiterate, my thank you is over 9000. If you can mod out start weapons my thank you will be like DragonBallZ where the next logical set of numbers after the ten thousands is in the 100 millions for no good reason other than it sounds awesomer when frieza and goku are both over 100mil. But some people might like their starting stuff.

Title: Re: [0.40.05] DF Wanderer (Release 6) - adventure mode crafting and tweaks.
Post by: Del1m on July 28, 2014, 08:15:36 pm
Might want to buff the arrows:
A grandmaster crossbowman with silver bolts took 13 shots before he hit the guy, and when he did, the bolt only dented the skin.

Might be because Toady fixed/nerfed them with the last update, but I dunno.
Title: Re: [0.40.05] DF Wanderer (Release 6) - adventure mode crafting and tweaks.
Post by: Deon on July 28, 2014, 08:44:32 pm
It's mostly because the silver is pretty shit as a sharp weapon/ammo so it barely passes clothing, I will definitely check it though.

Isher, nice ideas. I will also add brewing/alchemy soon, right now I am remembering how to wring the modloader in Visual Basic :).
Title: Re: [0.40.05] DF Wanderer (Release 6) - adventure mode crafting and tweaks.
Post by: deepfreeze78 on July 28, 2014, 08:53:57 pm
It's mostly because the silver is pretty shit as a sharp weapon/ammo so it barely passes clothing, I will definitely check it though.

Isher, nice ideas. I will also add brewing/alchemy soon, right now I am remembering how to wring the modloader in Visual Basic :).

I thought that it would be better cause they were heavier, and thus picked up more speed or something related to physics.
Title: Re: [0.40.05] DF Wanderer (Release 6) - adventure mode crafting and tweaks.
Post by: Deon on July 29, 2014, 03:03:24 am
That would only be important if they had blunt attacks. The arrows are sharp, so the terrible edge of the silver makes it really bad.

I plan to rebalance metals later to address stuff like that. In vanilla not everything makes sense due to arbitrary combat formulas :).
Title: Re: [0.40.05] DF Wanderer (Release 6) - adventure mode crafting and tweaks.
Post by: Isher on July 29, 2014, 02:02:04 pm
It is better than silver bolts being ungodly good, chipping a bone every time and bringing the pain, and the passout (like old DF, I guess this is something Toady fixed?).
Title: Re: [0.40.05] DF Wanderer (Release 6) - adventure mode crafting and tweaks.
Post by: Deon on July 29, 2014, 02:26:11 pm
Yeah, Toady nerfed the ranged weapons a bit, I will test and see which values are appropriate.
Title: Re: [0.40.05] DF Wanderer (Release 7) - adventure mode crafting and tweaks.
Post by: Deon on July 29, 2014, 02:48:22 pm
Release 7
- Added STRICT_POPULATION_CAP to d_init.txt, so the forts will get migrants properly.
- Crossbows/bows rebalanced for more better combat.
Title: Re: [0.40.05] DF Wanderer (Release 7) - adventure mode crafting and tweaks.
Post by: deepfreeze78 on July 29, 2014, 04:49:27 pm
more better combat.

Oh gosh. Grammar Nazis, ATTACK.

Anyways, great mod.
Title: Re: [0.40.05] DF Wanderer (Release 7) - adventure mode crafting and tweaks.
Post by: Deon on July 30, 2014, 01:59:54 am
Don't judge me, I was very sleepy when I did it.
Title: Re: [0.40.05] DF Wanderer (Release 7) - adventure mode crafting and tweaks.
Post by: Deon on July 30, 2014, 02:20:10 am
I apologize for the inconvenience, as I said  I was sleepy and uploaded ASCII version from release 6 as 7... So here's release 7a where ASCII version matches the (already updated) Graphical version.
Title: Re: [0.40.05] DF Wanderer (Release 7a) - adventure mode crafting and tweaks.
Post by: tyrannus007 on August 02, 2014, 03:04:08 pm
This is a really nice mod so far. Would it be possible for you to make werebeasts and vampires more threatening? Some mods made werebeasts change into beast form when they get seriously injured. That might be useful.
Title: Re: [0.40.05] DF Wanderer (Release 7a) - adventure mode crafting and tweaks.
Post by: Deon on August 03, 2014, 02:23:41 am
I plan to make a separate werebeast/vampire overhaul mod if Fear The Night is not updated soon. Right now I am working on my Post-apoc mod.
Title: Re: [0.40.05] DF Wanderer (Release 7a) - adventure mode crafting and tweaks.
Post by: Doren on August 04, 2014, 12:23:37 pm
Just found a bug in ASCII
PMed
Title: Re: [0.40.05] DF Wanderer (Release 7a) - adventure mode crafting and tweaks.
Post by: Bloax on August 04, 2014, 01:48:41 pm
I plan to make a separate werebeast/vampire overhaul mod if Fear The Night is not updated soon. Right now I am working on my Post-apoc mod.
I can spoil to you that the creator of the mod isn't particularly interested in messing around with the game in the hilariously broken state it is right now, so you might as well.
Title: Re: [0.40.05] DF Wanderer (Release 7a) - adventure mode crafting and tweaks.
Post by: Meph on August 04, 2014, 02:04:30 pm
I plan to make a separate werebeast/vampire overhaul mod if Fear The Night is not updated soon. Right now I am working on my Post-apoc mod.
You think I can ever convince you to come over to the dark side, and write a race for MDF? :P

PS: Myconid werebeasts would be fun and new.
Title: Re: [0.40.05] DF Wanderer (Release 7a) - adventure mode crafting and tweaks.
Post by: Deon on August 05, 2014, 03:31:28 am
Just found a bug in ASCII
PMed
Thanks. Apparently I forgot to copy the /data/speech/ changes to the ASCII version so there're new dialogue options. I will fix it soon.

I plan to make a separate werebeast/vampire overhaul mod if Fear The Night is not updated soon. Right now I am working on my Post-apoc mod.
You think I can ever convince you to come over to the dark side, and write a race for MDF? :P

PS: Myconid werebeasts would be fun and new.
Only after I patch the FALLOUT mod to the latest version :).
Title: Re: [0.40.04] DF Wanderer (Release 5) - adventure mode crafting and tweaks.
Post by: TomiTapio on August 05, 2014, 10:13:03 am
Aww. I dislike mods that do this (dump all animals into 'LEATHER'), I don't care if it means improved FPS; the inability to look at your leather and know the fact that you've got trophies from forgotten beasts, dragons and various large predators just makes the game less dwarfy.
Come to OldGenesis mod (a Deon&TomiTapio joint venture), we wear leopard fur capes and rhino hide boots. fur/suede/leather/hide/demonskin/dragonskin wooo yeah
Title: Re: [0.40.05] DF Wanderer (Release 7a) - adventure mode crafting and tweaks.
Post by: Vorox on August 13, 2014, 05:44:00 pm
Amazing mod! Thank you very much for doing this.
Title: Re: [0.40.08] DF Wanderer (Release 8) - adventure mode alchemy, crafting and tweaks.
Post by: Deon on August 17, 2014, 10:29:00 am
Amazing mod! Thank you very much for doing this.
Thanks, I wish my job would let me update it more often :).

Release 8:
- Update to 40.08.
- ASCII version now gets expanded speech too (fix).
- We are back to non-generic leather, say hurray everyone who likes "buffalo hide armor", "leopard leather cloak" and "polar bear fur gauntlets".
- Added basic alchemy: you can turn semimegabeast hearts to balms of strength (permanently increases strength and toughness) and megabeast hearts to balms of power (no aging, no pain, no exert, no eat/drink/sleep, extravision, permanent big bonuses to stats).
Title: Re: [0.40.08] DF Wanderer (Release 8) - adventure mode alchemy, crafting and tweaks.
Post by: palu on August 17, 2014, 07:23:46 pm
- We are back to non-generic leather, say hurray everyone who likes "buffalo hide armor", "leopard leather cloak" and "polar bear fur gauntlets".
Hurray!
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Deon on August 18, 2014, 07:57:36 am
And the release 9 for 0.40.09 is out!
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: bluescreen1988 on August 18, 2014, 04:25:16 pm
loving it so far  8)

Any plans to add weapon crafting/spells?
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Deon on August 19, 2014, 01:17:27 am
Basic weapon crafting is already in.

The DFHack is out, so spells should come soon. I am waiting for some plugins to be updated, and then I will add poison coating for weapons and scripted spells.
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Vorox on August 19, 2014, 08:39:13 am
Are you planning on adding digging/building to this mod?
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Bonkeybee on August 19, 2014, 08:49:34 am
Basic weapon crafting is already in.

Hi Deon, I love the mod and appreciate your hard-work, especially on your larger projects.

I was wondering if we would see any metal weapon crafting to compliment the current bone weapons? In my mind, this could be achieved by adding an option for the player to create a smelter (or whatever is appropriate) using fire safe rocks/blocks in order to smelt down weapons into their respective metal ingots. A forge/anvil could then be created with appropriate metals in order to forge weapons of the player's desire.

In my opinion, this would be a wonderful addition to your mod and could even be incorporated replace the current metal gear refitting process. I apologize if my ideas are too bold for I know very little about Dwarf Fortress mod creation. If you would like me to go into further detail with the weapon forging I would be glad to throw some ideas around.

In any case, thank you for dedicating your time to create a better adventure for all of us.
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Deon on August 19, 2014, 02:11:47 pm
I've had that going for the previous version of DF in my Genesis mod. But it required Advfort dfhack component. With that you were able to chop down trees, dig with a pickaxe and build constructions.

Until it's updated (I am sure it will pretty soon, there's already a DFHack release for 0.40.09) the only "forge"/"anvil" would be a tool, not a building.
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Malaclypse on August 22, 2014, 01:47:12 pm
Some creatures (dragons, for example) should yield stronger bone/horn/tooth/ivory/etc materials for use in crafting. Likewise, some should yield weaker materials (bird bones should produce lighter, more fragile products, for instance). Also, rather than removing bones from fingers and toes, why not make another tissue template identical to bone but without the ability to feel pain?
Title: Re: [0.40.04] DF Wanderer (Release 1) - adventure mode crafting and tweaks.
Post by: GM-X on September 15, 2014, 09:02:40 pm
Quote
Why did nobody update anything like Wander's friend yet? Here you go, my own mod in the same theme.

Hi Deon. I updated the original Wanderers mod within Dark Ages. Which allows adventurers to produce a vast number of objects. Checked out your Wanderers version last night, and it breaks new ground. So I've married the two together for the next release. I love your megabeast heart concept. I'm delightedly adding those tags to appropriate Dark Ages megabeasts.  :)
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Button on September 15, 2014, 11:07:48 pm
Hey Deon,

There's a problem with procedurally-generated beasties with chitin or scales. The CHITIN_TANNED or whatever material never gets added to the body plan, so when I slayed a scorpion titan and went to tan its chitin, I got back "[name of titan type] fatty." Leather made out of fat-material instead of leather-material, looks like. Thought you should know.
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Deon on September 16, 2014, 03:40:30 am
Thanks, I will just make another type of chitin for non-generated creatures with a different template and keep the default chitin to fix it.

Quote
Why did nobody update anything like Wander's friend yet? Here you go, my own mod in the same theme.

Hi Deon. I updated the original Wanderers mod within Dark Ages. Which allows adventurers to produce a vast number of objects. Checked out your Wanderers version last night, and it breaks new ground. So I've married the two together for the next release. I love your megabeast heart concept. I'm delightedly adding those tags to appropriate Dark Ages megabeasts.  :)
Thanks :).
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: NoobKid on October 23, 2014, 03:54:00 am
Is there any simple way to make this mod compatible with 40.13? I really like all the simple stuff.
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Vagnard on November 09, 2014, 09:01:38 am
The Dark Ages mod has a working version of  DF Wanderer implemented for 40.14 if you're still interested.
But I too would like an adaptation of this mod preferably for 40.15. Liking the crafting components tremendously.
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Isher on December 08, 2014, 04:13:19 pm
Would like to see this great mod updated!
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Hitsch on December 08, 2014, 04:38:10 pm
Would like to see this great mod updated!

Me too  :)
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Arbinire on December 09, 2014, 12:39:26 pm
Adventurer fort has updated for 40.19, hoping to see you using it again Deon :D
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: marcelteaching on December 18, 2014, 11:27:32 pm
Really enjoying this mod.  I am having trouble though, creating a bone spear.  I have a sharpened rock in one hand, and several (15) bone pieces in the other.  I go x, create, carve bone spear, and can see it needs a small rock, bone body part and bone body part - I pick my rock, pick my bone, but the next screen (third part) has "No available item".  Obviously I can't hold 3 items in my hands.  How do I fix this?
Also, would love version compatible with the latest version.  Thank you!!
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Nahere on December 18, 2014, 11:58:13 pm
Really enjoying this mod.  I am having trouble though, creating a bone spear.  I have a sharpened rock in one hand, and several (15) bone pieces in the other.  I go x, create, carve bone spear, and can see it needs a small rock, bone body part and bone body part - I pick my rock, pick my bone, but the next screen (third part) has "No available item".  Obviously I can't hold 3 items in my hands.  How do I fix this?
Also, would love version compatible with the latest version.  Thank you!!
You can also craft from items on the ground beneath you.
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: marcelteaching on December 19, 2014, 06:27:45 pm
Ah nice, I have managed to craft a spear by, after the second choice, going and making a bone "dagger".  Unfortunately, it tends to generate a random item.  Sometimes I get a shortsword, longsword, bow etc..

Also, how good is a bone spear compared to copper, wood, etc.?
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: -A_Dwarven_Bard- on December 20, 2014, 01:04:10 am
Deon, you are a god among Dwarves!

I eagerly await every line you type on this project!
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Draba on January 01, 2015, 09:32:04 am
I've been eyeing this mod and genesis, just some quick questions:
- can I get adamantine gear in either without creating it in fortress mode?
- do humanoid enemies have better armor (as in full coverage, instead of the usual breastplate/helm)?

Wanderer seems to be just what I'm looking for with the bone/fear changes and the basic crafting. The ones mentioned above are my only major gripes left with adventure mode and I don't want to jump into a game before taking care of them if needed.
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: gopp on January 01, 2015, 01:33:11 pm
Is this compatible with 40.19?


edit: nvm i saw that it's the whole game modded.
What files does this mod change? I really want to play with this mod but i don't wanna downgrade to 40.09
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: Deon on January 03, 2015, 12:17:05 pm
Is this compatible with 40.19?


edit: nvm i saw that it's the whole game modded.
What files does this mod change? I really want to play with this mod but i don't wanna downgrade to 40.09
I will release an update tonight.
Title: Re: [0.40.09] DF Wanderer (Release 9) - adventure mode alchemy, crafting and tweaks.
Post by: gopp on January 03, 2015, 01:45:32 pm
Is this compatible with 40.19?


edit: nvm i saw that it's the whole game modded.
What files does this mod change? I really want to play with this mod but i don't wanna downgrade to 40.09
I will release an update tonight.

oh nice

it's already tonight
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Deon on January 03, 2015, 10:31:15 pm
it's already tonight

No shit Sherlock :).
It's 6:30 AM here.

Here's the update 10 for the latest release. It took a while to put all geldable tokens, plant modifications and other things in.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: gopp on January 03, 2015, 10:44:28 pm
I literally left the browser refreshing the page every 10 mins to see if it updated lol.

Thanks man.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Deon on January 04, 2015, 02:45:00 am
You are welcome :). I got used to sleeping well and a lot with the new job. I should return to the old habits of pulling all-nighters from time to time, it will greatly improve my modding capabilities :).
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Unai626 on January 16, 2015, 01:27:03 am
Hey Deon, just wanted to tell you that I love this mod and thank you for updating it thus far.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Deon on January 16, 2015, 05:09:06 pm
Thank you man, by the way I need to update it to .24. It's just a matter of seconds, I will do that tonight.

I will definitely incoroporate it in my new mod The Fall (in my signature) since it seems to be pretty popular.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Meph on February 01, 2015, 02:53:43 pm
I think you might have forgotten about that 40.24 update ;)
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: IndigoFenix on February 01, 2015, 03:24:32 pm
If you're looking for a way to make all armor wearable without actually changing creature sizes, there is a trick to do it.

Make all sapient creatures have the same BODY_SIZE, then adjust their average individual BODY_APPEARANCE_MODIFIERs descriptors (broadness, height) to be different.  These descriptors actually do have an effect in combat, although be sure to keep the square/cube law in mind while adjusting.  However it's the BODY_SIZE numbers that determine armor wearability.

Personally I find this kind of thing distasteful (breaking down armor and rebuilding it to fit you seems better) but it is a thing that can be done.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Azereiah on February 04, 2015, 09:45:58 am
Two suggestions.


1: Include a download that only includes the crafting additions (some of us like the vanilla DF experience with a few sensible tweaks that aren't in the vanilla game), or make the mod semi-modular.

2: Allow crafting bone swords, etc. on the condition that the bone used has a high enough mass.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Atzerkins on February 07, 2015, 07:35:10 am
Any plans of a Linux release ? What are the edited files, so I can replace them myself ?
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: draeath on February 14, 2015, 08:29:18 pm
Any chance we can get a package of just your altered files? These archives are the entire game download (is that actually allowed?) making it nearly impossible to merge with anything else.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Random_Dragon on February 25, 2015, 11:43:20 pm
Ooh, glad to see this is back in development. I'd been mucking about with my own experiments in it. So now I am curious...

For one, how have you handled the DF2014 tweaks to thread and cloth? The classic old solution of using [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] and outputting stacks of 1 no longer works with hair, as it will happily draw the appropriate amount no matter what, and it still mishandles custom reactions involving normal-sized stacks of thread/cloth.

Second, have you done any tweaks to the stone's template, or still using unaugmented stone? Because I've found stone to be pretty much less effective than wood or bone as-is.

Third, found any solution for applying poison to weapons yet? If I have to tell anyone that the "decorate item with venom" reaction does NOT work, and HAS not worked, I'm gonna eat them. owo
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Tilogour on March 16, 2015, 01:36:17 pm
Some letters are missing in my game when I'm playing DF Wanderer. Any ideas how to fix that (x64 win7) ?
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Button on March 16, 2015, 03:21:12 pm
Some letters are missing in my game when I'm playing DF Wanderer. Any ideas how to fix that (x64 win7) ?

This is a known bug with Dwarf Fortress. Zoom out and zoom back in, or vice versa.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Max™ on March 16, 2015, 11:56:27 pm
God I love this mod, though I'm gonna have to bite the bullet and see if I can find a way to make the balm of strength permanent+reasonable buffs with the balm of power wearing off after some period and having the crazy buffs I gave it (bwahahaha, 9.9 speed all the time, weeeeee, bullet time ftw) but I'm not sure if it is possible to have it revert to the balm of strength boosts.

Oh, you needed to add in [PRESERVE_REAGENT] with the bone breastplate!

*makes a few helmets til I get a masterpiece, gauntlets which I have to dfhack handedness onto though I'm sure there is a way to do it natively, greaves, and boots, then the breastplate I left for near the end thankfully*

You make a *dragon bone breastplate*!
You make a *dragon bone breastplate*!
You make a -dragon bone breastplate-!
You make a +dragon bone breastplate+!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!
*two pages later*
You make a ☼dragon bone breastplate☼!
You make a ☼dragon bone breastplate☼!

*sitting there in a pile of breastplates wondering what the hell just happened that made the dragon explode into armor*

Incidentally, here's my linux objects folder, it has a bit of extra stuff like bone greaves and gauntlets which you need to gm-editor or script fix the handedness on which I left in since you can't add the reactions back in later. Fixed the breastplate x a billion thing. Added a dragonbone template which is more or less steel, makes them a lot tougher btw, no more one-shots from whacking them in the head with a war hammer! It also makes the weapons and armor from dragons/hydras really good and worth keeping full time barring candy or artifact stuff, which is awesome. Tweaked the values and tags on the balms, and uhhh... think that's most of it off the top of my head, oh I also left in the entity changes so goblins tend to cap out around 1500 in a few fortresses while several will just have a couple hundred gobs, which is much nicer, and I just left the use evil animals off because trolls are passive right now so they don't do anything but generate lag and occasionally mangle goblins, no loss there.

The files I modified from the wanderer's files are entity_default.txt, creature_standard.txt, b_detail_plan_default.txt, material_template_creature.txt, plant_standard.txt, reaction_adventurer.txt, for reference.

http://dffd.bay12games.com/file.php?id=10688
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Random_Dragon on March 17, 2015, 01:18:23 am
Your dragon bones exploded into armor because you used [ANY_BONE_COMPONENT] instead of a reaction class.

I could've sworn this was already covered when I posted my observations on mod-fixing. =w=
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Max™ on March 17, 2015, 01:30:12 am
Hmmm, it seemed like the lack of the tool stone and the preserve reagent caused it, because after adding those it works fine like so:
Code: [Select]
[REACTION:CRAFT_BONE_BREASTPLATE_ADV]
        [NAME:craft bone breastplate]
        [ADVENTURE_MODE_ENABLED]
        [REAGENT:rock:1:ROCK:NONE:NONE:NONE]
        [PRESERVE_REAGENT]
        [REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
        [PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
        [SKILL:BONECARVE]

Just checked, one elf bone breastplate as expected.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Random_Dragon on March 17, 2015, 10:48:21 am
Hmmm, it seemed like the lack of the tool stone and the preserve reagent caused it, because after adding those it works fine like so:
Code: [Select]
[REACTION:CRAFT_BONE_BREASTPLATE_ADV]
        [NAME:craft bone breastplate]
        [ADVENTURE_MODE_ENABLED]
        [REAGENT:rock:1:ROCK:NONE:NONE:NONE]
        [PRESERVE_REAGENT]
        [REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
        [PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
        [SKILL:BONECARVE]

Just checked, one elf bone breastplate as expected.

Double-check whether you still have a stack of bones left over after using that reaction.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Max™ on March 17, 2015, 08:05:53 pm
Themiyi, your sacrifice as a fellow dwarf has earned you a resetting of the universe (used die afterwards because I try to avoid killing dorfs in this world) but here ya go:
(http://i.imgur.com/AeYasY8.png)
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Random_Dragon on March 18, 2015, 12:41:24 am
EDIT: I am a dumbass. Have been referring to my post in a separate thread, here: http://www.bay12forums.com/smf/index.php?topic=61304.msg6071728#msg6071728
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Pwned dwarf on March 19, 2015, 06:00:38 pm
is there a mac version
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Pwned dwarf on March 19, 2015, 06:01:44 pm
OSX
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Max™ on March 20, 2015, 10:59:48 am
Since it's just a raw alteration for the most part I'd think you could just stick the files in your raw/objects folder, preferably after backing up the original (rename it, I like to put a period before it so it gets ignored, and sometimes toss in bits explaining things, raw/.nonwanderobjects, raw/.mystuffobjects, raw/objects. As long as you have the text files in place which the game looks for it should work.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: 20firebird on March 23, 2015, 08:46:53 pm
Wouldn't it be better to just release the edited/added files rather than an entirely new copy of Dwarf Fortress?
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Amperzand on March 27, 2015, 06:01:30 pm
So, does this/can this work for Mac? Regardless it's freakin' awesome. So much of this stuff strikes me as an amazing idea.
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: drone1230 on March 28, 2015, 08:46:00 pm
During an encounter with a minotaur, I noticed a small typo:
(http://i.imgur.com/Z2hobat.png)
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Showbiz on April 04, 2015, 04:12:14 am
Thank you man, by the way I need to update it to .24. It's just a matter of seconds, I will do that tonight.
Does anyone know what happend?
Title: Re: [0.40.23] DF Wanderer (Release 10) - adventure mode alchemy, crafting and tweaks
Post by: Deon on April 04, 2015, 11:50:20 am
Deon happened. Being a "boss" sometimes distracts you from hobbies :D.
Title: Re: [0.40.24] DF Wanderer (Release 11) - adventure mode alchemy, crafting and tweaks
Post by: Deon on April 04, 2015, 08:26:03 pm
During an encounter with a minotaur, I noticed a small typo:
(http://i.imgur.com/Z2hobat.png)
That is a game's bug. Sometimes it translates that incorrectly. I made sure it does not happen again.

By the way, the new release is up. It's fully updated to 0.40.24 and I've fixed all minor material-related issues, so there are no more errors in tanning of some creatures/reactions at all.

Sorry that it took so long, I am waiting for a second baby and got really involved in my job. If you leave some feedback it will clearly encourage me to mod more :).

Also I've made metal-skinned dragons (with different abilities and smeltable scales) for my new (slowly) upcoming mod, do you think that would be too much and stray from default DF too far if I include them in this mod? I did not plan to change the overall atmosphere with this mod, just balance/add crafting :D.

So, does this/can this work for Mac? Regardless it's freakin' awesome. So much of this stuff strikes me as an amazing idea.
Just grab the following folders from the mod archive and replace the original ones:

/data/art/
/data/init/
/data/speech/
/raw/
Title: Re: [0.40.24] DF Wanderer (Release 11) - adventure mode alchemy, crafting and tweaks
Post by: Max™ on April 04, 2015, 09:04:24 pm
Heck I've already put dragons in with steel properties for their bones because I love the whole "here's a reason and reward for hunting down these beasts" concept so much. Think I'm gonna add in an iron-equivalent for the other megabeasts and perhaps bronze level for the semi-megas. Still gotta find something better to do with the bronze colossus though.

I also took the balm framework and expanded it to:

*balm of strength, semi-mega hearts, gives title giant slayer, general buffs to attributes and speed plus some helpful [NO_etc] tags
*balm of wisdom, hydra heart (couldn't think of where else to go but hydras tend to be great for skilling up), gives title hydra slayer, buffs mental attributes, adds a skill roll success boost and some of the [NO_etc] tags
*balm of speed, roc heart, gives title roc slayer, buffs speed, agi, and endurance as well as the usual tags
*balm of might, dragon heart, gives title dragon slayer, buffs strength and toughness along with the usual tags
*balm of power, made from all of the previous balms, gives title megabeast slayer (though perhaps something like legendary hero would make sense?), gives a stack of the same buffs as the components and a couple of additional tags

Still trying to find the right balance for the different components, though they do stack with no actual upper limit, but it's pretty cool going around and collecting all of these components to produce a superbuff, and gives a reason to do something besides go hunt for a roc you can sneak up on to get an easy balm of power.

Steel-equivalent dragon bone, btw, makes dragons terrifying, spending too long in close quarters with the bastards isn't fun, I've had the best success from sneaking up and slashing the throat then running and praying they bleed out before they catch me... at least until fully buffed, but even then it still takes a bit of work usually unless I get a lucky hammer strike to the brain.
Title: Re: [0.40.24] DF Wanderer (Release 11) - adventure mode alchemy, crafting and tweaks
Post by: Deon on April 04, 2015, 09:15:59 pm
Why won't we put it in the main download and your name in credits in BIG LETTERS ? :)
Title: Re: [0.40.24] DF Wanderer (Release 11) - adventure mode alchemy, crafting and tweaks
Post by: Max™ on April 04, 2015, 09:23:16 pm
Eh, I'm sure you could balance it better for most people I've got it tuned a bit too high end due to my current enjoyment of seeing where the system breaks. Just wanted to say that I loved the whole concept, honestly my favorite mod by far, and that metal+dragon=terrifying.

Oh god you said scales too didn't you, I didn't even try that...
Title: Re: [0.40.24] DF Wanderer (Release 11) - adventure mode alchemy, crafting and tweaks
Post by: Showbiz on April 05, 2015, 04:00:49 am
Wow, awesome! Can't wait to check the mod out.

Best of luck for your family and Job, Deon!
Title: Re: [0.40.24] DF Wanderer (Release 11) - adventure mode alchemy, crafting and tweaks
Post by: Showbiz on April 05, 2015, 08:29:18 am
I've played the mod for a few hours and I love it! It enhances the Adventure Mode greatly without taking that vanilla feeling.

Whould it be possible to mod a option in, to equip companions?
Title: Re: [0.40.24] DF Wanderer (Release 12) - adventure mode alchemy, crafting and tweaks
Post by: Deon on April 06, 2015, 06:16:54 pm
Quote
Whould it be possible to mod a option in, to equip companions?
In old Genesis I had used Rumrusher's script to do so. I will try to see if it can be updated for the new DFHack later.

Release 12
- Made sure that generated beasts/titans do not end up with non-tannable scales/carapace (the error log should no longer complain about those).
- Added stone working, you can now knap stone arrows/bolts, daggers and "smithing malleus".
- Added basic recycling/forging. You can break down armor into metal chunks and forge armor from chunks. Very basic for now, I will expand on it later. Requires smithing malleus.
Title: Re: [0.40.24] DF Wanderer (Release 13) - adventure mode alchemy, crafting, forging
Post by: Deon on April 07, 2015, 03:58:01 am
Release 13:

You can collect thick twigs from trees now.
Added a new "tools" section to crafting menu.
You can now craft a knife (2 rocks), a needle (a knife + bone), a stick (a knife + a thick twig) and a mallet (a rock + a stick).
You can burn 5 sticks into charcoal.

Carving knife/slicing knife/boning knife are replaced with "knife".
New tools: mallet, needle.

Refitting was removed, use breakdown option instead.
You can breakdown weapons into metal chunks now.
You can now forge arrows, bolts, weapons, breastplates, helmets and greaves (requires mallet/charcoal).

Sewing requires needle, breakdown, stone arrow making and forging required mallet.
Stone arrows/bolts require a stick, a rock, a mallet and a knife now.

Sorted all trees automatically and put them in separate file.
Removed a couple of "extra extra" (rare/weirdly named/redundant) trees. Renamed bitter orange to grapefruit.


I have to run to work now, later I will expand woodcrafting, metalcrafting and later introduce brewing.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 07, 2015, 05:43:45 pm
Release 14

Fixed two minor typos.
Minor tweaks/balancing of reagents/products.

You can no longer turn ANY growth into salad. Only leaves and fruits can be used for it.
You can now make smelting pit from rocks. It's really heavy so you don't want to haul it around.
The smelting pit is required for smelting/forging reactions.
You can now smelt iron chunks with coal into pig iron and eventually steel.
Bone carving now requires more than 1 bone for bigger items.
Added woodworking: you can now make wooden shields, figurines, bracelets, rings, earrings and bows.
All reactions now show requirements in brackets for better understanding:
(http://i.imgur.com/knfwNsI.png)
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on April 08, 2015, 12:52:26 am
Neat, bit by bit pulling more of the stuff I use advfort for back out to the x menu!
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Tilogour on April 08, 2015, 01:55:19 pm
I'm waiting for lasher support. (I can't create weapon for him)
BTW: Great mod.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 08, 2015, 05:31:18 pm
I think lashes as they are (lightsabers) need a lot of balancing :). I will try to do it next.

Right now I am trying my hand on other things... If you guys can figure out where is it from, then it's not for naught and I will include it in the mod :).

(http://i.imgur.com/amVj57H.png)



(http://i.imgur.com/FMmupk3.png)
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Forwe on April 08, 2015, 06:13:03 pm
Isn't that the Westeros from A Song of Ice and Fire?
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 08, 2015, 06:23:49 pm
Yep, I finally got my hands on PerfectWorldDF and I am trying to make custom maps.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Meph on April 09, 2015, 05:08:44 am
It's westeros. :D
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on April 09, 2015, 10:09:07 am
Well hell, never even looked twice at the books so I thought it was some sort of weird take on England with an awesomely expanded Scotland!
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 09, 2015, 11:09:19 am
Yeah, I am trying my hand in map making. There are some issues with PerfectWorldDF, but otherwise it's an amazing tool. I wish there was some kind of open repository for maps :).
Also there is no heightmap available online for Westeros, so I had to sketch it in paint, which made it be not 100% like it is on the map from the book, but it's close enough.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Nathail on April 09, 2015, 03:06:03 pm
Leather whips are actually crazy powerful. Like, skull-cracking powerful. I'd be curious to see how a dragon scale one behaves.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 09, 2015, 05:44:42 pm
Leather whips are actually crazy powerful. Like, skull-cracking powerful. I'd be curious to see how a dragon scale one behaves.
I am not a big fan of whips in DF because they are treated like long thin lighsabers... But nothing stops from making a crafting options for those who like them :). I will make it possible.


And here's a new map, Discworld this time. It lacks a giant turtle to stand on though:

(http://i.imgur.com/fPiYknD.png)
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on April 09, 2015, 11:10:33 pm
Missing XXXX and a couple larger islands in the Rim Ocean, but still very cool, recognized that one right off.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 10, 2015, 01:05:23 am
I don't make extra big islands for gameplay reasons. Sometimes the game may spawn one of races on that island only, and it means that the race will be unavailable for the whole main continent. It's the same reason why I did not make Essos next to Westeros. Right now DF handles only single continents well.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on April 10, 2015, 05:59:17 am
Ah, see, I don't know the Westeros map so I didn't catch anything missing there.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: mcolombe on April 10, 2015, 05:40:52 pm
Deon your mod is awesome. well done buddy. I just wish it was possible to make a waterskin from leather. I started out as a human outsider, i managed to kill two emu's. and made a backpack, cloak and bone breastplate (awesome). Yet as i have not got a waterskin, it seems i can not get any water from the well's which is annoying.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 10, 2015, 05:55:01 pm
1) I already thought that I should add waterskin making. I'll do it for sure.
2) You can make a leather backpack and fill it with water for now :D. Consider it to be a big water-sack.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: mcolombe on April 10, 2015, 06:22:08 pm
sorry my bad,you can drink directly from the well. i am new to adventurer mode (done quite a few forts though).
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: mcolombe on April 10, 2015, 06:23:37 pm
ah i can fill my backpack with water, thanks for that info deon. take care.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on April 10, 2015, 07:52:21 pm
Wait, I thought this was in there already, it's so hard to keep track of where I got everything, I don't know how I'd go back:
Code: [Select]
[REACTION:SEW_LEATHER_FLASK_ADV]
        [NAME:sew leather flask]
        [ADVENTURE_MODE_ENABLED]
        [REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
        [PRODUCT:100:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:leather:NONE]
        [SKILL:LEATHERWORK]
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 11, 2015, 02:28:39 am
You forgot the needle :). Otherwise yeah.
Backpacks are like waterskins, just big ones.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on April 11, 2015, 05:10:18 am
Oh I think that was from the wanderer's friend which was an homage to yours while you weren't around! I was having trouble getting a lot of the smaller components to work right so I stripped the reactions down to figure out why I was getting stuff like shields eating a whole stack of 200+ bones to produce one, or worse to produce 200+ items.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: mcolombe on April 11, 2015, 08:10:45 am
that small bug is quite funny. i accidently made 13 emu breastplates at one point.lol.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 11, 2015, 08:42:05 am
Is it still a bug? I am pretty sure now DF handles bones separately, so it should take 5 separate bones to make a breastplate.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Nathail on April 11, 2015, 09:20:30 am
I've had it go both ways. I was very confused when I tried out a bracelet-making reaction on a pile of roc bones and suddenly had master bone carver and way too much jewelry. I'm not sure what went wrong there, but I haven't had it happen since.

Also, it doesn't work with improvement-adding reactions, those still take the stack of whatever resource you stick in them.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on April 11, 2015, 01:09:22 pm
I know I repaired some of the reactions to include the preserves reagent tag after I first tried to carve a breastplate out of a hydra skeleton and ended up buried in a pile of them.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 11, 2015, 01:36:05 pm
Preserves reagent? That would just leave you with endless supply of bones.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: mcolombe on April 11, 2015, 04:36:57 pm
luckily the 'bone' bug has only happened to me once, with the 13 emu bone, breastplates. all the other times, only one bone has been used. so it is not a common bug but i guess it can still happen on rare occasions. Just one question though. does dwarf fortress 'adventure mode' tend to CRASH more than 'Fort' mode. As sometimes i have played a character for a few days and 'bam' it crashes, which is a shame. i am just curious?
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: SaD-82 on April 11, 2015, 05:41:14 pm
Credit where credit is due.
Really nice mod even though I don't use everything.
This leads me to a little question.
On the first page it says:
"Leaf-to-bag-reaction added for gaining seeds." (or something along the line)

Now I would know where I can find this change to the raws as I don't get any seeds.
Putting leaves in bags/backpacks/any other container doesn't work for me.
Gathering leaves won't gain me any seeds either.
I looked at the plant-raws and couldn't find any difference to the normal ones.
The same goes for reaction-raws.
What do I have to change to get any seeds as gathering plants in dfhack doesn't work (as I really would like to sew some clothes without destroying already existent ones or being dependent on the finite number of plants in my world)?
And I don't ask regarding seeds of fruits as I know that you can eat the fruits and magically grow some seeds out of your nose.

Thanks in advance.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on April 11, 2015, 06:08:33 pm
Preserves reagent? That would just leave you with endless supply of bones.
Well, this takes one bone from the stack at a time and produces one ring as I expected:
Code: [Select]
REACTION:CARVE_BONE_RING_ADV]
        [NAME:carve bone ring]
        [ADVENTURE_MODE_ENABLED]
        [REAGENT:carver:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE]
        [PRESERVE_REAGENT]
        [REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
        [PRODUCT:100:1:RING:NONE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
        [SKILL:BONECARVE]

I noticed the preserves tag was missing from the breastplate and I think shield which I assumed was why I found myself buried in piles of them.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on April 11, 2015, 08:26:56 pm
Huh? In this case "preserve_reagent" belongs to the DAGGER, which has nothing to do with the bone at all. It would not make a difference.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on April 11, 2015, 08:42:55 pm
There was something else missing that I want to say was related to the body component tag but I know once I put the reagent part back in there it stopped burying me in breastplates.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Geltor on May 01, 2015, 09:12:06 am
what am i doing wrong? i butchered a water buffalo and got 20 bones, however no matter how i try to create something out of bone, i get the "no available item" text. is there a specific way to do this?
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on May 01, 2015, 11:01:42 am
Do you have a sharp stone (or was this one using the dagger instead, I forget where I grabbed that from) in hand or on the ground in the same tile as the bones?

Also sorry for screwing up your carefully balanced and well thought out system of tools and components and such in my own permutation of your mod, Deon. I really should go back in and fix the reactions back now that I figured out how to stop the pile of armor thing but I keep going back to a couple favorite saves so I never think about it except when I get here and feel embarrassed at chucking it all out for a 1 reagent/tool/product setup while I was troubleshooting it.

Actually I think I may go poke around at that now since I can't hide it away in private.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Geltor on May 01, 2015, 11:04:52 am
yea i had a starting copper knife
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on May 01, 2015, 11:07:05 am
Hmmm, so you're standing on a pile of bones, with a knife in hand, and nothing you try to make works?
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: TomiTapio on May 01, 2015, 11:11:29 am
Think all the crafting is stoneknapping-based, so one should have rock A and rock B for optimal conditions. Grab small rock from ground, they're pretty plentiful.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: TheDorf on May 01, 2015, 12:08:10 pm
yea i had a starting copper knife

Haven't downloaded the mod yet, but I'm pretty sure you generally start with a dagger if that's what you're referring to. The actual knives that I think you'd need are most probably of the "tool" item type while daggers are weapons.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Button on May 01, 2015, 01:54:54 pm
Hey Deon, I'm going to be making a basic adventurer pack for the Modest Module soon. Do you mind if I mine your mod for ideas?
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on May 01, 2015, 03:01:38 pm
AH HAH AND EUREKA!

I was looking at your smelting stuff and it hit me, add in a TOOL_BONE_CLEAN item, a reaction to produce them from a stack of bones 1 for 1 using a knife, and use the cleaned bones + a bone from the stack to make up the multiple-bone requirements.

Toss that in and suddenly the problem of not being able to break a stack of 80 bones into individual parts while still using more than 1 per reaction is quite approachable, and it even makes sense to clean and set aside a stack of bones which you're going to work on. :D

Code: [Select]
[ITEM_TOOL:ITEM_TOOL_BONE_CLEAN]
[NAME:cleaned bone:cleaned bones]
[VALUE:10]
[TILE:236]
[SIZE:300]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]

------------
[REACTION:BONECARVING_ADV]
[NAME:separate bones]
[ADVENTURE_MODE_ENABLED]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_BONE_CLEAN:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]

[REACTION:CRAFT_BONE_BREASTPLATE_ADV]
[NAME:craft bone breastplate]
[ADVENTURE_MODE_ENABLED]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:needle:1:TOOL:ITEM_TOOL_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[REAGENT:cleaned bones:4:TOOL:ITEM_TOOL_BONE_CLEAN:NONE:NONE]
[REAGENT:padding:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]

I managed to avoid a dragon long enough for it to bleed out after a lucky throat slash landed my first try, pulled the heart out and embalmed it, ate it, made a second for the combined balm if I can manage to track down the other beasts necessary and kill them, started hacking away at the corpse and was able to get myself suited up with mostly exceptional stuff, a couple of superior pieces, and I think two random masterworks before I ran out of parts, but it was definitely close, and the time I spent hacking away at a couple random trolls and dingos and such paid off.

I never felt really satisfied with the way a dragon skeleton turned into 200+ chances to roll a full set of masterwork gear, this though felt cool.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on May 02, 2015, 02:10:28 am
Sorry for the lack of reply, I was away on vacation.

@Geltor All the tools necessary for the crafting are made in "crafting tools" section. For the bonecarving you need the tool knife, not the weapon. You can get one from peasants in towns/hamlets or you can knap one from stone.

(http://i.imgur.com/sYxJEi7.png)

The weapon is called "large dagger", so I thought there would be no confusion and it would be pretty clear. Sorry for confusing you.

yea i had a starting copper knife

Haven't downloaded the mod yet, but I'm pretty sure you generally start with a dagger if that's what you're referring to. The actual knives that I think you'd need are most probably of the "tool" item type while daggers are weapons.

Yep, exactly. Now I am not so sad, for a moment I thought I've made a stupid system which only I can understand :).

Hey Deon, I'm going to be making a basic adventurer pack for the Modest Module soon. Do you mind if I mine your mod for ideas?
Never.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on May 02, 2015, 04:51:49 am
Yeah, that works out much better, i mean, it was cool blinging out the masterwork dragonbone stuff, but the gear progression at 1 bone > 1 crafted item was so steep, which is why I like to come back now and then and steal more ideas from you, this mod just has a cool... feel to it.

Though I didn't keep track of some of the requirements for the tools and thought I'd be smart and add in a last resort way to "round off" a hunk of bone into a small rock to jumpstart the knifemaking in situations where you're wandering around on a glacier with tons of stuff to kill and not a speck of dust, much less pebbles or stones for miles.

Except I forgot that I had the brilliant idea to use a knife for the rounding off reaction... you see the problem here I assume? >.<
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Button on May 04, 2015, 10:32:34 am
Hey Deon, I'm going to be making a basic adventurer pack for the Modest Module soon. Do you mind if I mine your mod for ideas?
Never.

Er... is that you'd never mind, or I can never mine for ideas? >>
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on May 04, 2015, 04:19:15 pm
Pretty sure it's not a threat to never mine for ideas, otherwise I'd probably be getting the same threat as I'm pretty constantly babbling about how great the ideas in DF Wanderer are even if someone doesn't want to use the whole thing, soooo...
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on May 05, 2015, 01:34:03 am
Sorry, I meant that I never mind if anyone uses anything from my work, it's better to share because it helps others and saves time :).
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Amperzand on May 07, 2015, 06:32:00 pm
Incidentally, how difficult would it be to make trading more useful? I mean add shops to more towns, make shops have better stuff, make it, thereby, worthwhile to loot gemstones and such for reasons of buy stuff, rather than just nomming four tons of +Giant Worm Leather Thong+s, crawling home, and having nothing but mid-quality iron available.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on May 09, 2015, 11:00:49 pm
Well, I folded your style of creatures and such back into the vanilla files along with my own personal changes and tweaks, went with wanderlust since it's just another iteration of the wanderer's friend/df wanderer family.

Well, I didn't include the weak tissues because it was easier to just drop in the strong/megabeast/dragonscale stuff in the normal files, though I did toss the strong template on trolls/ogres/yeti/sasquatch and goblins to make them more fun.

Mad props for the work you did getting the stuff together and working, made it much easier to tune it for my own purposes.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Aleksanderus on September 08, 2015, 01:01:50 pm
This is awesome mod Deon! But why I can't craft chain mail shirt and leggins,gauntlets and boots?
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Random_Dragon on September 09, 2015, 02:51:47 am
I really need to post my WF derivative sometime. @_@

Among other things, it has a hax to get around the gauntlet bug, and a hack for the "can't poison weapons" issue.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Amperzand on September 10, 2015, 03:23:01 am
The OP doesn't mention allowing the player to make waterskins, is that the case? Because certain adventurer starts don't spawn with a liquid-storage container, and it'd be nice to have the ability to make your own.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Random_Dragon on September 10, 2015, 03:34:22 am
Odd, as most WF derivatives have that recipe. Even mine. Hell, it's a key part of the solution to the poison weapons issue.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Max™ on September 10, 2015, 09:34:06 pm
I'm sure Wanderer includes flasks, I based the concept of Wanderlust around it originally.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Random_Dragon on September 10, 2015, 09:42:38 pm
Plus is a fairly basic thing to have.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Amperzand on September 11, 2015, 02:03:28 am
Exactly.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Amperzand on October 11, 2015, 01:26:00 am
Finally got around to installing this, pretty fun.

Also, encountered a crash on worldgen. I have no idea what caused it, but this is the first time I've see that happen, so I felt that a place related to this mod was the best place to post a report. Do with it what you will.

Spoiler (click to show/hide)
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on October 19, 2015, 01:54:20 pm
To be honest DF crashes can happen even without mods, and I do notice that they come up with any mods as well.
Unfortunately since I don't have a source code of DF, even running a trace won't tell me which paging operation of whatever crashed it... And since it was on MacBook, it's even worse :D.

I do hope that you don't run into more of these. If you notice some repeatable pattern, please share. I haven't crashed with this mod once yet, but I am on Windows 10.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on October 19, 2015, 01:56:38 pm
The OP doesn't mention allowing the player to make waterskins, is that the case? Because certain adventurer starts don't spawn with a liquid-storage container, and it'd be nice to have the ability to make your own.
Actually backpacks are pretty good waterskins :D.

But you do make a point, I will add that shortly, thank you.

This is awesome mod Deon! But why I can't craft chain mail shirt and leggins,gauntlets and boots?
Well, what we have here is "break stuff into chunks, smelt chunks, forge armor out of smelt chunks". Chainmail making is a very complex process (I tried it IRL) and you cannot just make a proper chainmail in the field.

For gamey purposes though I can add that in, that would be trivial.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Amperzand on October 20, 2015, 05:27:41 am
As for gauntlets and boots, I hear there's a bug with that. Though It'd be nice if you could render them for chunks of metal. Maybe add a misc items tab in the breakdown section?

Backpacks are too good at being waterskins. I prefer being able to move after filling up on water, plus I just use the infinipuddle bug to not run out of water, so I don't need much long-term storage.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Random_Dragon on October 20, 2015, 10:17:40 am
As for gauntlets and boots, I hear there's a bug with that. Though It'd be nice if you could render them for chunks of metal. Maybe add a misc items tab in the breakdown section?

Gauntlets, yeah. Boots however don't have a "left foot, right foot" distinction to cause glorious bugs. ;A;
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on October 20, 2015, 12:41:38 pm
As for gauntlets and boots, I hear there's a bug with that. Though It'd be nice if you could render them for chunks of metal. Maybe add a misc items tab in the breakdown section?

Gauntlets, yeah. Boots however don't have a "left foot, right foot" distinction to cause glorious bugs. ;A;
Yes, that's why there is no gloves/gauntlents sewing/forging reaction. But if I remember correctly, there's a DFHack module which fixes that.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: DarthAgnan on October 21, 2015, 02:12:23 am
Registered just so I could write here. So, first of all, thank you so much for such a nice mod that greatly enhances adventuring in DF! I played with it for around a month now and have a few questions and suggestions:
1) When I downloaded it I found that it comes with the game attached... and I use LNP, so it took me a while to merge them and make it work properly. Could you tell which files were modified (and how much if that's not hard) so it is easier for people to install/merge/modify it?
2) I liked some of the changes beside crafting, for example the reduction of pain from bone fractures, but I'm not sure if I like the other changes, like the bow being so weak that you can throw arrows further than shooting them. Is it possible to make those changes optional? Maybe include a guide how to reverse the changes for those who didn't/doesn't want them?
3) It seems that usage of this mod caused some errors with Legends Viewer (it crashes when you look up your adventurers; might be caused by "masterwork" crafts, or maybe by additional skills, such as alchemy, I have no idea) and World Viewer (which crashes while initializing). Those are nice tools that I like to use with my worlds... is it possible to make them compatible? Do you know what might be causing the problems there?
4) Additional portable tools (like smelting pit) work well, but is there a way to set up crafting using actual workshops through "u" key? I know that "adventure fortress" makes it possible to build and use workshops through DFHack, but that's pretty crude way to do it. Also, do you know if it is even possible to implement cutting trees in adventure mode without using DFHack? That would be so cool to be able to use logs from chopped-down tree in a workshop to make that bow just like the dwarves would in fortress mode!
5) There are a few things I noticed while using this mod:
  a) A few minor text errors. For example, "carve bone bracelet (knife + stick)" or "carve bone bow (knife + 2 sticks + leather)".
  b) If you click on headlines (like "+-- Crafting Tools --+") nothing really happens, but it still uses/trains knapping?
  c) Decorating do not seem to take into account the skill. You never "make anything of note" and do not train your bone-carving despite it saying that you do. Speaking of, is there a limit on how many improvements you can add?
  d) Charcoal doesn't get consumed while both smelting and forging. When you decorate with bones and use a skull as a bone material, the skull does not get consumed.
  e) Chunks of metal can be of varying quality, because they are considered tool items, not metal bars. This causes lots of "masterwork metal chunks" if your skill is high enough, which is kind of bizarre; also this spams legends. Why didn't you use bars instead?
  f) You can not break into chunks a lot of things, shields for example. Is it possible to make items breakable into chunks if they are made out of metal (the way that you can break general weapons, not just "short swords") instead of itemized "breastplates" and "mailshirts"? This would make those useless metal toys and bracelets useful as a source of metal.
  g) You can make items that require multiple ingredients out of various materials and the resulting item will be made of the first material. This means that you can make steel breastplate out of one steel chunk and two copper chunks, and then break it into two steel chunks.
  h) "Weapon smith" and "bonecarving", etc. used for making arrows and bows, while the "bower" skill is not used at all.
  i) You can smith hundreds of swords in a second, but it would take months in fortress mode... is it possible to add time to the reactions to make it a bit more realistic?
  j) Some items, such as crowns, can basically be made out of any material, even hair. Is it possible to make an option to, for example, "make a crown" that gives you an option to chose between bones, teeth, logs, chunks, even leaves, etc. as an ingredient? Yea, I know that the tool/workshop used would be different, but if instead of knife and mallet you use "crown crafting tools set" as a generalized tool for all the materials?
  k) DFHack gui enhancement showing the material qualities seem to show that suede is better than leather or hide, despite what it says in the description to the mod. Speaking of, how exactly is hide or scale better than say leather?
  l) It seems that you do not need to create a new world for this mod to work properly; you also seem to be able to keep playing the worlds after deleting this mod without problems. Am I right?
  m) Is there a way to separate the stacks of bones? If no, then is it possible to make the same stack usable for multiple ingredient crafts, such as bone arrows, which right now requires 5 separate stacks of bones?
6) For my adventuring I use a script for DFHack that allows you to see your adventurer's numeric stats/limits. I can not find a way to check the sizes of both adventurer and enemies... I mean, that would be great to know that that hamster thing you are about to wrestle is 10 times of your size. Is there a way to implement it? This certainly would enhance the adventuring experiences.
7) Now, this is a dream, but do you know if it is possible to add some kind of first aid/medicine into adventuring? Maybe something similar to those balms? Thats kinda sad to defeat that dragon just to see your adventurer bleed to death from a crushed toe... How about balms to grow your lost leg back? Seriously, who wouldn't try to kill a titan for that?!

Again, thank you so much for a great mod! I hope my feedback will help you make it even better.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Amperzand on October 21, 2015, 04:05:23 am
I pretty much agree with all of the above.

E; Also, here's Deon's unconventional installation guide.

Just grab the following folders from the mod archive and replace the original ones:

/data/art/
/data/init/
/data/speech/
/raw/
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on October 21, 2015, 06:22:20 am
Quote
1) When I downloaded it I found that it comes with the game attached... and I use LNP, so it took me a while to merge them and make it work properly. Could you tell which files were modified (and how much if that's not hard) so it is easier for people to install/merge/modify it?
Thanks to Amperzand, the info is written above.

Quote
2) I liked some of the changes beside crafting, for example the reduction of pain from bone fractures, but I'm not sure if I like the other changes, like the bow being so weak that you can throw arrows further than shooting them. Is it possible to make those changes optional? Maybe include a guide how to reverse the changes for those who didn't/doesn't want them?
I will review the bow strength for the next release. You can just replace the bow in items_weapons in this mod with the one from vanilla if you want it right now.

Quote
3) It seems that usage of this mod caused some errors with Legends Viewer (it crashes when you look up your adventurers; might be caused by "masterwork" crafts, or maybe by additional skills, such as alchemy, I have no idea) and World Viewer (which crashes while initializing). Those are nice tools that I like to use with my worlds... is it possible to make them compatible? Do you know what might be causing the problems there?
That is strange because this mod has only vanilla raws/reactions, nothing from dfhack or anything else that could affect the game. I will check that, thanks for the report.

Quote
4) Additional portable tools (like smelting pit) work well, but is there a way to set up crafting using actual workshops through "u" key? I know that "adventure fortress" makes it possible to build and use workshops through DFHack, but that's pretty crude way to do it. Also, do you know if it is even possible to implement cutting trees in adventure mode without using DFHack? That would be so cool to be able to use logs from chopped-down tree in a workshop to make that bow just like the dwarves would in fortress mode!
My old Genesis mod has advfort tinkered and included, for proper workshop making, wood chopping etc. However you may have noticed that even with vanilla raw modifications the game becomes sometimes weird with external tools and/or crashes. That's the current state of the game, and with DFHack some people could not even play (some people play fine, some crash immediately), so I decided to go with  "lite" version, without DFHack. You cannot chop trees without advfort, that's why I added harvestable twigs to the trees.

Quote
5) There are a few things I noticed while using this mod:
  a) A few minor text errors. For example, "carve bone bracelet (knife + stick)" or "carve bone bow (knife + 2 sticks + leather)".
  b) If you click on headlines (like "+-- Crafting Tools --+") nothing really happens, but it still uses/trains knapping?
  c) Decorating do not seem to take into account the skill. You never "make anything of note" and do not train your bone-carving despite it saying that you do. Speaking of, is there a limit on how many improvements you can add?
  d) Charcoal doesn't get consumed while both smelting and forging. When you decorate with bones and use a skull as a bone material, the skull does not get consumed.
  e) Chunks of metal can be of varying quality, because they are considered tool items, not metal bars. This causes lots of "masterwork metal chunks" if your skill is high enough, which is kind of bizarre; also this spams legends. Why didn't you use bars instead?
  f) You can not break into chunks a lot of things, shields for example. Is it possible to make items breakable into chunks if they are made out of metal (the way that you can break general weapons, not just "short swords") instead of itemized "breastplates" and "mailshirts"? This would make those useless metal toys and bracelets useful as a source of metal.
Charcoal uses only part of a bar. Use it many times, and it will be gone.
Chunks are there to replace bars, because vanilla adv. reactions are weird with bars. If you specify 150 amount of bars (1 bar), it will want 151, so it will ask for a bar and 1/150 of another bar. The reason why I specified that this and that can be torn into that many chunks, is to differ the amount of chunks you get from different items. I can make a generic reaction for "other" stuff as well. The headers are there to make it easier to navigate the menu; and the weirdness with skills during decorating is hardcoded.

Quote
  g) You can make items that require multiple ingredients out of various materials and the resulting item will be made of the first material. This means that you can make steel breastplate out of one steel chunk and two copper chunks, and then break it into two steel chunks.
  h) "Weapon smith" and "bonecarving", etc. used for making arrows and bows, while the "bower" skill is not used at all.
I did not think of this exploit, but you can exploit adv. mode in many other ways, so I don't consider this critical. I only use the first material for the "main" part of the armor during crafting, which can be changed but I remember there were other issues which made me go this way.
The skill decisions were by the material type, if that does not fit you I can tell you how to change it.

Quote
  i) You can smith hundreds of swords in a second, but it would take months in fortress mode... is it possible to add time to the reactions to make it a bit more realistic?
Only workshops use "time", reactions do not :(.


I am running off to work, I will answer other questions later. THanks a lot for the great feedback!!!
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: DarthAgnan on October 22, 2015, 01:42:16 am
Thank you for not ignoring my messages and sorry for the walls of text.

Quote
Quote
1) When I downloaded it I found that it comes with the game attached... and I use LNP, so it took me a while to merge them and make it work properly. Could you tell which files were modified (and how much if that's not hard) so it is easier for people to install/merge/modify it?
Thanks to Amperzand, the info is written above.
Well, again, I already figured it out, for the most part... Is it possible to add it in the description of the features? For example, where it says - Tool making: make knives, needles, mallets, sticks to craft advanced items add in parentheses what files were changed/added, which if I didn't miss anything with this example would be (raw/objects: reaction_adventurer.txt; plant_new_trees.txt; item_tool.txt). This way it would make it easy to understand how to properly instal the mod, how to merge it with other mods that might share the same files and how to customize it if somebody doesn't want a particular feature.

Quote
You cannot chop trees without advfort
That sucks. Well, brunches work well enough. And i guess interactions through keys "u" and "I" are hardcoded and not really moddable?

Quote
Charcoal uses only part of a bar. Use it many times, and it will be gone.
I see. I guess I would have to use it around 150 times for it to get used up? Is there a way to check on how many uses does a particular bar have left?

Quote
Chunks are there to replace bars, because vanilla adv. reactions are weird with bars.
So you know if there is a tag that would prohibit the quality variations? Or maybe it is possible to use some unused skill that wouldn't train therefore always resulting in regular quality chunks?

Quote
I can make a generic reaction for "other" stuff as well
I'm sure I'm not the only one who would say that it would be great.

Quote
m) Is there a way to separate the stacks of bones?
Toady just answered this one in his blog today:
Quote
I also added a numbered tag to reactions so that they won't use up entire bone stacks making multiple products if you don't want them to (the dwarves were making giant piles of bone plectrums out of a single yak skeleton all at once).
But i guess we have to wait for the update. Hope it will be out by the New Year.

I just thought of another idea: make anvil craftable (through the pit) and use it as a tool for forging things. This would make crafting metal armor/weapon a bit more difficult (as IMHO it should be more difficult) and it would also make a bit more sense than using just smelting pit and mullet for forging items that require dwarves in fortress mode to use a workshop with an anvil.

Oh, and one more question: does quality of the ingredients in reactions influence the outcome in any way? Say if I use a masterwork stick - will I have better chance of creating a masterwork mallet?
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Aleksanderus on October 24, 2015, 11:34:02 am
The OP doesn't mention allowing the player to make waterskins, is that the case? Because certain adventurer starts don't spawn with a liquid-storage container, and it'd be nice to have the ability to make your own.
Actually backpacks are pretty good waterskins :D.

But you do make a point, I will add that shortly, thank you.

This is awesome mod Deon! But why I can't craft chain mail shirt and leggins,gauntlets and boots?
Well, what we have here is "break stuff into chunks, smelt chunks, forge armor out of smelt chunks". Chainmail making is a very complex process (I tried it IRL) and you cannot just make a proper chainmail in the field.

For gamey purposes though I can add that in, that would be trivial.
Ok, so you forged a chainmail, very interesting! But I have got question unrelated to this mod:
What about LCS Gen mod? Will it be updated?
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: DarthAgnan on October 27, 2015, 11:32:50 am
I really hope you will come back from work soon.;D

So, I studied the topic more in depth for the past few days and now see why many things you made the way you made them. I have a few suggestions though.

Turn bone stacks into stacks of arrows (resulting in large stacks of arrows), so you don't need 5 stacks of bones to make arrows as it is now in your mod:
Code: [Select]
[REACTION:CARVE_BONE_ARROWS_ADV]
[NAME:carve bone arrows (knife + a stack of bones)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE:NONE:NONE][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:5:AMMO:ITEM_AMMO_ARROWS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[FORCE_EDGE]
[SKILL:BONECARVE]

[REACTION:CARVE_BONE_BOLTS_ADV]
[NAME:craft bone bolts (knife + a stack of bones)]
[ADVENTURE_MODE_ENABLED]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE:NONE:NONE][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:5:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[FORCE_EDGE]
[SKILL:BONECARVE]

It also seems that in theory it is possible to make "medicine": syndromes that temporary add tags, such as [NOEXERT:NO_SLEEP](ala coffee), [NOPAIN:NO_FEVERS] (ala asperin),[NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NOEMOTION:PARALYZEIMMUNE:NO_EAT:NO_DRINK](etc.), or temporary remove [HAS_BLOOD](ala bandaid). Syndrome turning you into another being and back immediately could be a way to grow lost limbs. What do you think?

While studing the topic, I went through the bug reports and discovered that a few adv mode reaction problems (such as [REAGENT:bone:5:NONE:NONE:NONE:NONE] asking for 5 stacks of bones instead of taking 5 bones from the same stack) were never reported, so I created a bug report #0009106: http://www.bay12games.com/dwarves/mantisbt/view.php?id=9106 Please, check it out as you probably could add to it.

Going through the bug reports I found http://www.bay12games.com/dwarves/mantisbt/bug_view_page.php?bug_id=3677 and realized that actually in order to make bows weaker (like you wanted) without causing arrows flying less then 10 fields, instead of reducing the strength of cross/bows you could make ammo smaller. This would solve 4 issues actually:
Spoiler (click to show/hide)

I hope I'm not annoying you with all the walls of text.
Title: Re: [0.40.24] ✫ DF Wanderer ✫ (R14) - adventure mode alchemy, crafting, forging
Post by: Deon on October 27, 2015, 02:50:24 pm
Quote
I really hope you will come back from work soon.;D
Man, I sleep 4-5 hours at max and I have to attend to 2-3 lectures a day besides my work, it's crazy :D. No idea how I got myself into this mess, and in 20-30 days I have my second kid. I really really want to find motivation for DF modding so it would replace my "Youtube watching in a bath" habits when I am tired from work :). It's really hard to enjoy clicking buttons on computer when you work at computer 12-14 hours a day. Still I think I will endure, and mod players' feedback motivates me the most.

Quote
Syndrome turning you into another being and back immediately could be a way to grow lost limbs. What do you think?
I utilized it quite a lot before, but I think a transformation randomizes body/soul, at least I remember it used to be the case. I will check that.

About stacks of bones, Toady already knew about it. If you read his recent changelog, it says:
Quote
I also added a numbered tag to reactions so that they won't use up entire bone stacks making multiple products if you don't want them to (the dwarves were making giant piles of bone plectrums out of a single yak skeleton all at once). I don't remember if this was already possible in some way, but there's a new tag anyway.

You are not annoying at all, it's the opposite. I think I enjoyed feedback and let's plays of my mods the most, it was the main reason for me to release mods to public. When a lot of people started to play Masterwork rather than Genesis, I remember the motivation slowly dwindling off. Of course it's because Meph has added so much more content, including my mods' content, but I just could not keep up due to work :D.

The main problem right now is that I am answering to all of this from my phone while riding a bus, so sorry if I missed some of your questions.

Quote
What about LCS Gen mod? Will it be updated?
Not any time soon, I have to read code at work and I just don't see returning to LCS source code as something fun right now (especially since I will be unable to play it myself). Fun is the main motivator for me when I mod things :).
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Deon on December 01, 2015, 07:12:13 pm
HELLO EVERYONE!

Just yesterday my wife gave birth! And then we get a new DF version!
What is this? Magic?!!!

Well, at least it's an update for DF Wanderer for the new DF version.

I gotta go help my wife with my newborn daughter.

So we only have ASCII so far, and I cut out alchemy and material rebalance needs to be redone. I just struck a sleeping guy in the neck with a copper spear 10 times, and he did not flinch and survived. That shall be fixed soon!

>>> DOWNLOAD ASCII version <<< (http://dffd.wimbli.com/file.php?id=9083)

As for the good news - you can now make leather waterskins :).
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Deon on December 01, 2015, 07:27:31 pm
And here you go, while my daughter fell asleep, I quickly patched together a graphical version with Phoebus graphics as well.

>>> DOWNLOAD Phoebus version <<< (http://dffd.bay12games.com/file.php?id=11311)

If you do notice inconsistencies, have some suggestions or just a general feedback, I will be happy to hear it.
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Random_Dragon on December 01, 2015, 07:29:06 pm
Hnng. I'll still have to update Adventurecraft. o3o
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Deon on December 01, 2015, 07:47:32 pm
Well you could use the time you used to post this message to work on your mod :D.
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Rammok on December 01, 2015, 07:54:20 pm
Well you could use the time you used to post this message to work on your mod :D.

All this time modding, and you still found the time to have sex. Congrats Deon.

p.s. Waterskins done been in the Dark Ages version of Wanders this whole time.

 ;)
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Random_Dragon on December 01, 2015, 07:57:22 pm
Well you could use the time you used to post this message to work on your mod :D.

I should, instead of spending my time being a goblin arguing with my fellow dwarven citizens on the worthlessness of law.

In any case, nice to see you had an easy time updating, and congrats.
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Deon on December 01, 2015, 07:58:49 pm
Well you could use the time you used to post this message to work on your mod :D.

All this time modding, and you still found the time to have sex. Congrats Deon.

p.s. Waterskins done been in the Dark Ages version of Wanders this whole time.

 ;)
Oh come on. I mostly spent time having sex and working 24/7. That's why there have been so few mods from me lately. My son is 9 years old after all.
But a new release always inspires me :D.
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Button on December 01, 2015, 08:52:23 pm
Congratulations! Did you name her Urist?
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Deon on December 01, 2015, 09:21:24 pm
Thank you for the congratulations :). Unfortunately not, I named her Diana.
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: SaD-82 on December 06, 2015, 02:24:51 pm
In 42.xx, is anyone able to use sapient skins and bones for crafting?
Somehow I only can craft with animal products.
Is this an ethic-related problem?
If so, how can I solve this?
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Random_Dragon on December 06, 2015, 02:32:03 pm
In 42.xx, is anyone able to use sapient skins and bones for crafting?
Somehow I only can craft with animal products.
Is this an ethic-related problem?
If so, how can I solve this?

Crafting has officially been royally fucked over by Toady, sadly.

Even if you play a proper goblin that should give zero fucks. -w-
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Max™ on December 06, 2015, 09:24:03 pm
Yeah, I just added an interaction so I can mark a target which removes [CAN_LEARN] from them.
Title: Re: [0.42.01] ✫ DF Wanderer ✫ (R15) - AND I HAVE A DAUGHTER!
Post by: Random_Dragon on December 06, 2015, 09:28:45 pm
A "dinner bell" interaction. That is gloriously insane.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Deon on December 07, 2015, 02:31:38 pm
Release 16 is out.

All the old features are back!

The material rebalance (tanned scales, chitin, suede, leather, hide) are back, The horse hide armor is superior to fox fur armor again.

Creature body/material tweaks are back.
No more 100 stabs in the neck to kill a peasant, and no more instant pass-out from a broken finger.

Re-added Griffins as semimegabeasts.

The balms of power made from semimegabeast/megabeast hearts are back as well.

With the new version you can finally make 100 bones into 100 bone items. No more issues with turning a huge pile of bones into 1 bone amulet. Hurray Toady!
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Random_Dragon on December 07, 2015, 02:38:51 pm
With the new version you can finally make 100 bones into 100 bone items. No more issues with turning a huge pile of bones into 1 bone amulet. Hurray Toady!

I still prefer consuming whole stacks. That has never worked in a consistent, logical manner. >_>
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Deon on December 07, 2015, 02:48:27 pm
It was a bummer to turn a huge elephant into one bunch of arrows. Now you can have plenty :).
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Random_Dragon on December 07, 2015, 02:54:38 pm
Maybe, but...

What if you want a reaction that allows using multiple bones out of a stack to make 1 item? Like say, 2 bones to make a pair of gauntlets, or 4 bones to make greaves?

It still won't work as intended, right? Unless they fixed the issue of needing multiple separate stacks of bones, it's far less hassle to make it consume single stacks.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Deon on December 07, 2015, 02:56:12 pm
It just takes as many bones as you select for the reaction, I think.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Random_Dragon on December 07, 2015, 03:04:11 pm
It just takes as many bones as you select for the reaction, I think.

...have you actually tested this? >_>
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Deon on December 07, 2015, 03:14:58 pm
It just takes as many bones as you select for the reaction, I think.

...have you actually tested this? >_>
No, I assumed that since it was a part of the "bone stack fix". I just checked it and it does work as you say, so I will have to re-evaluate my crafting steps to make bonecarving more feasible. Thanks for the heads up.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Random_Dragon on December 07, 2015, 03:31:41 pm
I know I've told one of you WF modders this before. -_-
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Roxfall on December 08, 2015, 09:48:20 am
One thing was borderline exploity in R15, I haven't tried R16 so I gotta bring it up to your attention:

It takes 1 metal chunk to make a short sword, and when you break down a short sword, you get 1 metal chunk back. You can hit legendary weaponsmith in less than a day of in-game time with a simple macro. Even if you start with a simple copper dagger that's a huge boost right from the start.

I feel like it should be rebalanced. Maybe it should take two chunks to make one, or it should be a less than 100% chance of getting a chunk back from a short sword.

Also, what is the easiest way to upgrade from R15 to R16 without losing the world/savegame? I feel like I may have to text-merge some files.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Deon on December 08, 2015, 12:49:46 pm
Good idea, I will add a chance to get nothing when breaking down items.

R16 brought back all different creature material types, so unfortunately there is no way or reason to upgrade r15 save properly. In the best case scenario you would just miss the changes, so there is no reason to do so.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Random_Dragon on December 08, 2015, 12:51:08 pm
And here I thought that requiring staves as material for weapon handles was a silly idea on my part. o3o
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Roxfall on December 08, 2015, 01:37:09 pm
One other exploit:

Forge breastplate: 1 steel chunk, 2 bronze chunks => steel breastplate

Breakdown breastplate: 2 steel chunks.

Alchemy at work: how to turn a huge stack of bronze chunks into half as much steel.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (R16) - Features!!! Material rebalance,magic balms etc
Post by: Random_Dragon on December 08, 2015, 01:50:52 pm
Glorious transmutation. o3o
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16b) adventure mode crafting, material/combat balance
Post by: Deon on December 08, 2015, 04:57:24 pm
Release 16b is out

- Griffin heart counts as semimegabeast heart properly for balm-making.
- Replaced "knife" tool with a "dagger" (which every adventurer starts with) in all adventure mode reactions, for better flow.
- Redesigned multi-bone reactions to single-bone reactions, to address the issues with requiring multiple stacks.
- Smelting/forging now takes 10 pieces of coal from one 150-unit bar.
- Breakdown now only has a chance to yield a useful metal chunk. 80% default chance, 60% for a second chunk for large items.

It should be save compatible with R16, just make sure to copy the raw files into /data/save/regionX/raw folder.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16b) adventure mode crafting, material/combat balance
Post by: Random_Dragon on December 08, 2015, 06:29:49 pm
Ah, nice.

One thing I belatedly realized, though. Does the stack bug affect tools in the same it affects thread/cloth/sheets/body materials?

If it DOESN'T one could use the idea of cleaning bones and make recipes that require bones use clean ones.

Even so, there would be three caveats. One, it might swamp the player's inventory with multiple separate, non-stacking cleaned bones. Two, it might be odd as you'd wind up with masterfully cleaned bones and such. And three, it would still be subject to oddities like being able to use bones from multiple creatures and having the end result only count as one material.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16b) adventure mode crafting, material/combat balance
Post by: Deon on December 08, 2015, 06:32:57 pm
2 and 3 are not an issue. You can slap [UNIMPROVABLE] on the clean bone tool, and make it of the parent material.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16b) adventure mode crafting, material/combat balance
Post by: Random_Dragon on December 08, 2015, 06:40:18 pm
Ah, that should work, yes. But if they don't stack, I can see it getting annoying. ;w;
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16b) adventure mode crafting, material/combat balance
Post by: Deon on December 08, 2015, 07:25:41 pm
And here's release 16c before I go to bed

New feature: scroll/quire/bookmaking.

You can turn raw skin into a quire or a scroll (with a stick for scroll rollers).
You can turn a quire into a book with leather.

Please note how there's no "sheet" inbetween: the sheet has a dimension of 10000 so it suffers the common issue with dimensional reagents in advmode reactions.
Also I omitted coal in smelting/smithing. You will just use sticks instead. Again, it circumvents the issue where you would need a "bar + 1 unit" instead of a "bar".


Now you can turn skins of wildland animals into your own story books, or write down your poems. Just don't forget to pick up those novice reader/writer skills.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16c) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 08, 2015, 08:55:35 pm
Ah, no use of "crude" sheets via a tool to fake it, like how I did it? XP

I also still skipped the lime-washing idea, and additionally made paper plants skip straight from harvested plant to paper, in the same way papyrus is made.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16c) advmode crafting, material balance, bookmaking
Post by: Roxfall on December 08, 2015, 11:02:58 pm
Is it feasible to unlock the ability to use craftsman workshops inside fortresses in adventure mode, or is that locked behind hardcode?

Sorry for the newbie question. I dont know enough to ask the question correctly.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16c) advmode crafting, material balance, bookmaking
Post by: palu on December 08, 2015, 11:43:11 pm
That's hardcoded, though there is a dfhack script that does that. Ad fort iirc.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16c) advmode crafting, material balance, bookmaking
Post by: Deon on December 09, 2015, 04:24:22 am
Yeah, you can build things/chop trees/mine etc with advfort plugin, but it requires DFHack and has some issues.
So this mod does what vanilla allows with modding, without memory hacking.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16c) advmode crafting, material balance, bookmaking
Post by: Deon on December 09, 2015, 06:39:53 pm
A silent update to ASCII version, I forgot to apply the change which makes it possible to turn weak-skinned creatures' skins (those that produce suede) into parchments.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16c) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 09, 2015, 06:41:55 pm
Ah, nice. Also, a thought. Have you done anything regarding compiling written quires in codices?

I've yet to test whether that works as intended or not.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16c) advmode crafting, material balance, bookmaking
Post by: Deon on December 09, 2015, 07:33:15 pm
It works just fine.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16c) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 09, 2015, 07:39:56 pm
Ooh, something I clearly need to toy with.

Also...hmm. I've noticed that making biscuits or other food items seems not to work in adventure mode, for me at least.
Title: Re: [0.42.02] ✫ DF Wanderer ✫ (16c) advmode crafting, material balance, bookmaking
Post by: Geltor on December 12, 2015, 11:16:26 am
Speech/text:
- More threats for NPC to choose from.
- More greetings/profession/family etc text for dialogues.
- More race-related insults.
can someone give me an example for all three? i havent encountered this in my game playing the mod in advmode
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: Deon on December 13, 2015, 08:23:37 am
Release 16d is up.

It's bringing the mod up to date to 0.42.03 and also I nerfed balms somewhat (balm of power no longer gives you no aging/no eating/no drinking; and stat increases are smaller; but they should be stackable now how alcohol is).

@Geltor
Thanks for bringing it up, it's a leftover text in description from the old speech system. Now DF has different speech mechanics, I will remove it from OP.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: Electrode on December 13, 2015, 12:22:06 pm
In the early releases, you had standardized the various forms of animal-derived materials, like Accelerated DF. How exactly would I go about restoring that in the current version? Is it just a matter of sed'ing some raw tags, or are major changes needed? Could the same be done for wood?
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: Kravock on December 13, 2015, 12:22:44 pm
Is it compatible with the Lazy Newb Pack? Also, dunno why but I cant seem to be able to generate a world using advanced parameters.

EDIT: Im having trouble generating worlds, both with the advanced and simple generators.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 13, 2015, 01:04:55 pm
Ah nice, I still need to update my mod to the new version. owo
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: Geltor on December 13, 2015, 01:40:28 pm
do you need to do something in order to make a balm of power? i butchered a titan and a minotaur and got their "prepared heart" but no matter if i put it in my inventory, hold it, drop it on the ground, i cant make the balm!
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: IcyTea31 on December 13, 2015, 01:52:03 pm
In the preinstalled DF2015 Phoebus version on current OP, default worldgen parameters cause rejection for every world, telling me it can't place a civilization with crops. A couple hundred retries and telling it to ignore all rejects led to a world without dwarves or elves.

The ASCII version gens just fine.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: hawkwing on December 13, 2015, 02:56:29 pm
I'm having the same problem in the Phoebus version with the world-gen failing due to a lack of crops. Definitely something going wrong there.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 13, 2015, 03:15:48 pm
Hmm. How old is the Phoebus version anyway? Though that "no crops in worldgen" thing sounds very familiar to me. I remember one of the early DF2014 updates taught me the hard way to never update a mod by copy-pasting its raw replacements into a newly-acquired raw folder. A material template tweak in between versions led to worldgen failures.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: Deon on December 13, 2015, 04:03:49 pm
Graphical and ASCII raws should be identical, I just modified some tiles.

It does not matter how old is Phoebus version because I just reuse his tileset images, while everything else is handmade.

Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16d) advmode crafting, material balance, bookmaking
Post by: Deon on December 13, 2015, 04:04:43 pm
HOLY CRAP! How could I miss it? ONE SINGLE FILE, the plant_standard.txt, was missing [OBJECT:PLANT] at the top of it. It must have been my mistake when porting the mod to the new version.

That made balms disappear, and also no standard crops were available.

I will reupload it shortly.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Deon on December 13, 2015, 04:08:09 pm
Okay, the working version is up.
If you know how to check mod files, you can simply add [OBJECT:PLANT] as a second line to plant_standard.txt.

I am very sorry for the inconvenience and thank you for pointing it out.

Quote
do you need to do something in order to make a balm of power? i butchered a titan and a minotaur and got their "prepared heart" but no matter if i put it in my inventory, hold it, drop it on the ground, i cant make the balm!
You should be able to do it with X menu when it's in your hand. But it would not work in Graphical version before since I screwed up the plant file, now it should work.

In the early releases, you had standardized the various forms of animal-derived materials, like Accelerated DF. How exactly would I go about restoring that in the current version? Is it just a matter of sed'ing some raw tags, or are major changes needed? Could the same be done for wood?

I will show you how to do it with suede:

In material_template_creature.txt

Under SKIN_WEAK_TEMPLATE

Change
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SUEDE]

to:

[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:SUEDE]

Remove [ADD_MATERIAL:SUEDE:SUEDE_TEMPLATE] from all body_detail_plans in body_detail_plan_default.txt

You need to do the same with leather, hide, tanned chitin, tanned scale and dragonscale.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Kravock on December 13, 2015, 04:09:33 pm
Okay, the working version is up.
If you know how to check mod files, you can simply add [OBJECT:PLANT] as a second line to plant_standard.txt.

I am very sorry for the inconvenience and thank you for pointing it out.

Thank you for fixing it so quickly! Your mod is awesome and just what I needed. Also, congrats on your daughter!
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on December 13, 2015, 04:22:35 pm
Hey I noticed something, could be a bug.

When you craft weapons or armor while being decked out in armor, your armor user skill increases along with armorsmith/weaponsmith skill.

I doubt this is intentional, since in the 'vanilla' adventuring mode, knapping rocks together does nothing for armor user, and neither does climbing.

Armor user is supposed to only increase when you use armor in combat, am I wrong about this?
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Geltor on December 14, 2015, 09:06:38 am
Okay, the working version is up.
If you know how to check mod files, you can simply add [OBJECT:PLANT] as a second line to plant_standard.txt.

I am very sorry for the inconvenience and thank you for pointing it out.

Quote
do you need to do something in order to make a balm of power? i butchered a titan and a minotaur and got their "prepared heart" but no matter if i put it in my inventory, hold it, drop it on the ground, i cant make the balm!
You should be able to do it with X menu when it's in your hand. But it would not work in Graphical version before since I screwed up the plant file, now it should work.
it still doesnt work. the recipe appears in the x menu but it says i dont have the heart. in my hand and on the ground i am holding a "prepared minotaur heart"

let me be clear that i was on ascii so your fix didnt matter.

edit: looks like you didnt include minotaurs in the semimegabeast heart list, as the balm of power works on prepared roc hearts
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on December 14, 2015, 12:48:53 pm
I noticed something similar with Bind book reaction: it can't find the quire I made out of deer parts. I tried holding both the quire and leather and dropping them on the ground. Either way, Bind book is broken :(
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Deon on December 14, 2015, 12:59:09 pm
Are you sure the quire was written on? You cannot bind quires into books until there's info on them.
It works as far as I tested.

Quote
edit: looks like you didnt include minotaurs in the semimegabeast heart list, as the balm of power works on prepared roc hearts
Thanks for the info, I will be back from work relatively soon and I will fix it. I also plan to include a bunch of semimegabeasts, and I will make sure not ot forget it.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on December 14, 2015, 02:24:24 pm
My bad. I thought you needed to bind the book, then write in it!
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 14, 2015, 02:29:00 pm
No diaries for you, sadly.

Also odd that first scroll I can recall making had wood and cinnabar rollers, despite only having and using wood. o3o

I'm also still stumped over the "skulls not being carvable in some instances" thing.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Rammok on December 14, 2015, 06:00:49 pm
Hi Deon. Will probably blend in your new wanderer mods into Dark Ages, sooner than later. If you have no objections of course.  :)
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: KillzEmAllGod on December 16, 2015, 02:04:45 am
Does the discipline changes (for dwarfs) negatively effect the gameplay of fortress mode?
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Rammok on December 16, 2015, 05:36:43 pm
Does the discipline changes (for dwarfs) negatively effect the gameplay of fortress mode?

It tends to make fortress mode better. I use a small amount of discipline skill for all entities, because it basically stops them from fleeing combat at the drop of a hat.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: KillzEmAllGod on December 17, 2015, 04:55:48 am
Just had 20 dwarfs charge at a werehorse and all die, so no more natural discipline for dwarfs.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 17, 2015, 11:23:10 am
Just had 20 dwarfs charge at a werehorse and all die, so no more natural discipline for dwarfs.

So basically you got it back up to DF2012 standards of horrible death. o3o
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Rammok on December 17, 2015, 11:57:11 am
Just had 20 dwarfs charge at a werehorse and all die, so no more natural discipline for dwarfs.

Wow. What is the discipline skill level at?
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Button on December 17, 2015, 12:20:53 pm
Just had 20 dwarfs charge at a werehorse and all die, so no more natural discipline for dwarfs.

Do remember that alcohol's fearlessness effect is overpowered at the moment.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Rammok on December 17, 2015, 12:41:54 pm
Just had 20 dwarfs charge at a werehorse and all die, so no more natural discipline for dwarfs.

Do remember that alcohol's fearlessness effect is overpowered at the moment.

Oh my... 20 drunk Dwarfs vs. a Werehorse =  Doom
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on December 18, 2015, 08:35:53 am
I'm enjoying the hell out of this mod.

I'm having trouble figuring out how to resize armor of a size that doesn't fit my adventurer. I remember hearing something about needing leather for it, but I can't find it in the X interface and maybe I was just imagining things.

I also wonder what was the design decision to let people make all armor pieces except gauntlets and boots. Something messy with left/right combinations? Or just make everyone go fish for these?
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 18, 2015, 10:59:55 am
My derp senses are tingling. Boots in vanilla DF aren't left/right like gloves are, so unlike gauntlets they can be crafted without issue.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on December 18, 2015, 11:54:57 am
Plus you can make leather gloves, but not metal gauntlets.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 18, 2015, 01:19:03 pm
Plus you can make leather gloves, but not metal gauntlets.

Meh. Adventurer-craft gloves and gauntlets are borked unless you use a DFHack script.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on December 18, 2015, 01:29:40 pm
Borked how?
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Max™ on December 18, 2015, 02:06:15 pm
No reaction tag to specify handedness, no way to make sure it produces a pair of right and left, so you just get somematerial glove instead of somematerial left glove.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on December 18, 2015, 03:23:14 pm
Basically...yeah. Only two options to unfuck it.

Option one is to use DFHack. More Fun stuff for the player to do in the process of using the mod.

Option two is to remove the LEFT and RIGHT tokens from hands, in the body files. This leads to the borked gauntlets being wearable, and any gauntlets that spawn worn by an adventurer or NPC will be fixed the same. But loose gauntlets lying around in mead halls will still have handedness and be unusable, as will any made in fortress mode.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: KillzEmAllGod on December 19, 2015, 05:45:51 am
Removing the discipline from dwarfs did make a big difference, goblins attacked and they kept trying to run away.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on January 02, 2016, 01:02:49 pm
So what do balms of power do exactly? I killed a Roc, made a dozen of them, drank one... it appears I can sprint faster now.

Is there a wiki somewhere or should I look at raws? :)

I'm in a weird camp of "I'm curious what it does but I don't want the game to become ez mode".

EDIT: Found it!

            [SYN_CONCENTRATION_ADDED:100:1000]
            [CE_PHYS_ATT_CHANGE:STRENGTH:150:0:START:0]
            [CE_PHYS_ATT_CHANGE:AGILITY:150:0:START:0]
            [CE_PHYS_ATT_CHANGE:TOUGHNESS:150:0:START:0]
            [CE_PHYS_ATT_CHANGE:RECUPERATION:150:0:START:0]
            [CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:150:0:START:0]
            [CE_ADD_TAG:EXTRAVISION:NOEXERT:NOPAIN:NOFEAR:START:0]

If I'm reading this correctly, it adds a bunch of stats permanently. It probably stacks too.

Crap.

If I edit these lines to end in "START:0:PEAK:10:END:2400]" instead of "START:0]" will the current syndrome end as well eventually? Or am I permanently stuck in noexert nopain nofear land?

EDIT 2:

I tried this, it did not work. How do I remove this effect from an existing adventurer? Been running for days now. No fatigue really kills my suspense of disbelief. Damnit, Spock, I need my pain! :)

EDIT 3:

Still experimenting with this. I originally modified the file in the wrong folder.
I feel like this buff should be temporary, and maybe making your adventurer immune to pain and fatigue is a bit much.
Instead, what it should do is maybe have a 20% chance of removing other curses, like mummy curse, vampirism, lycanthropy etc. Then it would be useful and appropriate. Since a lot of the megabeasts have giant hearts with a dozen or so balms coming out of each, that would give you good odds at beating the bad luck from the mummies at least. :)

EDIT 4:

I think I see a way to make the balms of power be a 'contraceptive' before you go to touch a mummy in a bad place, which would make you immune to the curse but not be helpful if you first get cursed and then get a balm, so that would make mummy's curse like AIDS. I'm still digging into making the balm be an all-purpose antidote for removing major curses.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on January 02, 2016, 03:28:14 pm
Found a bug in reaction_adventurer.txt

Breakdown weapons and armor buffs your ARMOR (user) skill instead of FORGE_ARMOR or FORGE_WEAPON. Should be a trivial fix.

Here's the corrected section of the file:

Spoiler (click to show/hide)
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on January 02, 2016, 03:52:00 pm
And one more bug: encrust gem skill does not get leveled when you decorate things with gems. I'm guessing there is no such skill as ENCRUSTGEM. Maybe a spelling error? Should it be ENCRUST_GEM?

Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on January 02, 2016, 04:07:26 pm
Alright, the good news is I fixed my adventurer by replacing the last line of the syndrome with
[CE_REMOVE_TAG:EXTRAVISION:NOEXERT:NOPAIN:NOFEAR:START:0]

So now I can feel tired after running again. Phew, it feels good to be alive. Now I can remove this line and be happy with my temporary buff balms.

So the line at the end totally works, you just gotta make sure you modify the file in your save folder!
This works just like scorpion poison, but buffs a thing for a reasonably short duration instead of bringing you pain!!!

These are the temporary buff versions without any long-lasting side effects.

Spoiler (click to show/hide)

The jury is still out on removing curses.
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on January 02, 2016, 04:57:40 pm
So basically make megabeast buffs temporary. Since they can already be infinitely refilled by pouring and refilling the container...exactly why I went with that idea already. o3o
Title: Re: [0.42.03] ✫ DF Wanderer ✫ (16e) advmode crafting, material balance, bookmaking
Post by: Roxfall on January 04, 2016, 01:15:18 pm
Well, I guess I see the whole idea of getting a buff from a megabeast as unnecessary. In other words, I'd rather it did something more relevant to my experience of the game. I can already get stat buffs by exercising skills, and I don't feel the need to feel no pain or fear; I would rather have a valid counter to a mummy curse or a temporary buff against dragonfire or spiderwebs or something to that effect. That would be a lot more useful than extra strength and bigger vision circle. :)
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Deon on January 07, 2016, 11:07:24 am
Release 17 is out.

- Update to 0.42.04 without new animal_men. If you really want them, you can copy-paste the appropriate vanilla files.
- Changed skills for breakdown/encrusting to FORGE_ARMOR and ENCRUST_GEM (thank you Roxfall; ENCRUSTGEM is a profession token, not skill token :) ).
- Removed default discipline skill from civilized races (kept it at 1 on goblins, they are supposed to be fierce evil buggers).

Megabeast potions are untouched for now, but I do agree with some of your points. I just kept it as a temporary option for alchemy since DFHack has not been updated to make proper poisons/coating and exploding arrows and stuff. I will look into it next.
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Roxfall on January 07, 2016, 11:37:50 am
Awesome!
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Roxfall on January 07, 2016, 08:18:54 pm
Error log complains that there is no such skill as ENCRUST_GEM :(
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Deon on January 08, 2016, 07:34:28 am
Pfft. Okay, I will figure it out. Maybe ENCRUSTGEM was correct then, and decorating does not raise skill? Which is weird. I will take a look at it.
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on January 08, 2016, 10:20:03 am
Pfft. Okay, I will figure it out. Maybe ENCRUSTGEM was correct then, and decorating does not raise skill? Which is weird. I will take a look at it.

Hence why I tend to have the wiki close at hand when making changes, I tend to forget things like that all the time. ;A;
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Ariachus on January 17, 2016, 09:15:44 pm
Is there any chance you could work dfhack into this? I only ask for some of the performance enhancements for my dino computer and for the control r control p method of making macros as it can be very helpful in the adventure mode crafting menus.
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Roxfall on January 22, 2016, 07:49:25 pm
Macros work just fine in this without df hack.
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Dozebôm Lolumzalěs on January 22, 2016, 09:45:14 pm
Reactions only give skill for a product, not a decoration. I don't know how vanilla gem encrusting works, it's probably hardcoded. Make an "experience" product that evaporates at room temperature or something.
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on February 09, 2016, 12:16:26 pm
I am a derpdragon. I could've sworn this used to also be called Wanderer's Friend, thus causing glorious confusion between this and Lofn's mod. ;w;
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: King_of_Baboons on February 13, 2016, 09:29:41 am
I have to ask,do you think that the new crafting updates that we're going to will make it easier to implement this mod?

Tho I'm a bit concerned that the updates are going to render the crafting mechanics of this(and RD's version of this) mod useless.
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on February 13, 2016, 12:12:22 pm
I have to ask,do you think that the new crafting updates that we're going to will make it easier to implement this mod?

Tho I'm a bit concerned that the updates are going to render the crafting mechanics of this(and RD's version of this) mod useless.

Not quite. At least, the way it is now, the current mechanism for bonecarving in vanilla DF can't be applied CONSISTENTLY with all the different things mods enable.

For example? Thread, cloth, metal bars, and paper sheets do not work right in adventure-mode reactions. You risk causing things, like...well, for example:

(http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/floof_zps79f9s8c0.png)

And then there's the way bonecarving reactions work in adventure mode. The vanilla reactions work fine because the things you can craft are all small items that logically only need 1 unit of bone. But if you want an item that logically needs MORE than 1?

More bugs. Instead of demanding the right amount of units of bone, such a recipe will demand multiple STACKS of bone, and subsequently drain 1 unit from each stack.
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: King_of_Baboons on February 13, 2016, 01:45:25 pm
snip
Let's just hope it won't take too long until we have working vanilla crafting systems because I really want to keep adding to my collection of  teeth necklaces,skull crowns and bone rings.

Also,shields with boogeyman skulls to scare people.
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on February 13, 2016, 01:50:30 pm
...boggeyman skulls. Aren't those sentient though? So even if you work around their dissolving into smoke, you can't use them until the "can't use body materials from sentient creatures" bug is fixed.

Unless they aren't sentient, not sure. o.O
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: King_of_Baboons on February 13, 2016, 02:03:08 pm
...boggeyman skulls. Aren't those sentient though? So even if you work around their dissolving into smoke, you can't use them until the "can't use body materials from sentient creatures" bug is fixed.

Unless they aren't sentient, not sure. o.O

I did it before Toady made all of the adventurers become scared of butchering corpses.And if recall it well,boogeyman remains will not puff away if you store them into your pack before sunrise.I managed to carry a skull with me and even beat people with it. :)

Also some people write books iin forgotten beast leather during worldgen so I guess I'm nothing compared to the necromancers....
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on February 13, 2016, 02:05:36 pm
Huehuehue. Oh wait. Ohgodwut. That gives me an idea.

If you stash a boogeyman corpse to preserve it, can it be raised as a zombie? Or are they except by counting as unliving?
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: King_of_Baboons on February 13, 2016, 02:15:17 pm
Maybe?Because they bleed and I never seen them attack livestock before.....so it's a possibility.

But I guess that when the game realizes there is a boogeyman still walking during the day it will go "SHIT,HE BROKE THE MATRIX!ABORT!ABORT!"
then either the game wil crash or the boogeyman will puff away.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18) advmode crafting, material balance, bookmaking
Post by: Deon on February 14, 2016, 08:50:25 pm
Release 18 is out!

Rewrote all reactions to go in categories, separated them appropriately.
Spent a lot of time writing reaction descriptions, which apparently do not show up >.<

(http://i.imgur.com/AJDZEA4.png)

Additions:
Added descriptions and tool usage hints to all reactions.
Added ability to craft bone greaves and boots (before it was helm/breastplate only).
Added ability to make wooden crutches (before it was bone only).
Added ability to forge metal boots and chainmail.
Can carve stone rings/bracelets/amulets/figurines now.
Can knap bone daggers.
Can make wooden amulets now.
Can use bones instead of sticks in mallet/stone arrows/stone bolts reaction.

Fixes:
Armor breakdown trains armorsmithing instead of armor skill.
Burning sticks returns ashes.
Smelting pit renamed to forging pit, its assembly is moved into "tools" category.
Some stoneworking reactions no longer require mallet (they were too complex).
Weapon breakdown trains weaponsmithing instead of armor skill.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18) advmode crafting, material balance, bookmaking
Post by: sokmund on February 15, 2016, 08:13:40 pm
The Interface file in Init folder of this mod is outdated and because of that custom crafting menu is not working properly.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Deon on February 15, 2016, 08:22:54 pm
Reuploaded 18b with correct interface file.
If you don't want to redownload the archive, just replace /data/init/interface.txt with the one from vanilla 0.42.06.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Droggarth on February 16, 2016, 09:12:22 pm
Alrighty, installing the mod and porting my customized dingo men data over went faster then I expected. That and some init and tissue changes. Now I just need to create a new world and test it. Looking forward to having my warrioress half clad in quality bone gear (no upper and lower armor parts as I need to save carry weight for other stuff)

EDIT: First issue with the mod: My character is all of a sudden left handed and so shield always goes to the right hand. How do I fix this?

EDIT2: Ugh, not a mod issue but could be. Not sure, damnit. I'm right handed myself and having my character left handed is beyond irritating.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Teneb on February 17, 2016, 02:32:38 pm
Hey Deon, I sent you a PM about this but the forum must've eaten it or something. Could I integrate this mod into one I am making (with minor tweaks)?
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Deon on February 17, 2016, 03:12:17 pm
Oh, I was sure I replied to it. Maybe it was late and I forgot to click "send" or closed the response tab by accident. You are always free to take any of my work. A credit would be nice, but I never complain about it :).

@Droggarth it is a common issue from DF which is not even considered an issue. There's no such thing as "right/left handness" or ambidexterity, it always picks the first grasp in the list for the first picked up item. Try changing the hand order in the body definition perhaps?

Have you seen the devlog?
Quote from: Toady One
For adventurers, perhaps the new stone axe will chop down a tree and open up some more jobs that way
Hell, it's about time! No more "hacks" with gathering branches then, and it means the game makes steps towards what Advfort utility does! I am hyped.
Title: Re: [0.42.04] ✫ DF Wanderer ✫ (R17) advmode crafting, material balance, bookmaking
Post by: Rumrusher on February 17, 2016, 03:51:15 pm
Huehuehue. Oh wait. Ohgodwut. That gives me an idea.

If you stash a boogeyman corpse to preserve it, can it be raised as a zombie? Or are they except by counting as unliving?
   bogeymen zombies are doable in vanilla you need to kill them Right around the cackling ends then Raise them from dead before the game poofs their corpse
also the game doesn't flip out if a bogeyman exist at daylight.
you can slap the raw token of NIGHTCREATURE_BOGEYMEN on humans and they coexist normally up until you walk alone at night... which they coexist fine with naked humans popping up out of the ether.
it's when you end the cackling, it kills all races with the bogeyman token, even those who existed before you enter the cackling so playing a bogeyman adventurer means you should never Activate the cackling unless you got cursed by god to turn into a werebeast because that bypass vampire/werebeast restriction of supernatural can't get infected
oh and because you can cast interactions on bogeymen now this means you can transform a bogeyman into another race then save them from dying.
sadly their prone to attack others with Fear in their dna means they will maul peasants and wildlife and everyone who not a spider and/or scorpion person.
that said wonder if it's safe to grab wanderer mod for just Advmode Crafting and not the material, creature balance patch?
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on February 17, 2016, 04:42:29 pm
EDIT: First issue with the mod: My character is all of a sudden left handed and so shield always goes to the right hand. How do I fix this?

EDIT2: Ugh, not a mod issue but could be. Not sure, damnit. I'm right handed myself and having my character left handed is beyond irritating.

Join the lefty collective. Jooooiiin uuus. owo
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Button on February 17, 2016, 04:48:12 pm
It's not a mod issue. Drop both the weapon and shield, then pick them up in the order weapon, shield.

I adore that I can make characters left-handed in Dwarf Fortress. I'm a righty myself, but I was super annoyed when I ported a left-handed sword-and-board character of mine into Skyrim and had to play her as right-handed.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on February 17, 2016, 04:54:09 pm
Basically it's an AI thing. Your character will pick up stuff in a certain order. First available free hand, then the next, and eventually putting things in the backpack once all hands are full. I'm fairly certain which hand is picked first (if both hands are free) is based off which comes first in the body part file. If you look at body_default in the raws, you'll notice that the right hand is defined before the left hand.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Droggarth on February 18, 2016, 12:07:57 am
Oh, I was sure I replied to it. Maybe it was late and I forgot to click "send" or closed the response tab by accident. You are always free to take any of my work. A credit would be nice, but I never complain about it :).

@Droggarth it is a common issue from DF which is not even considered an issue. There's no such thing as "right/left handness" or ambidexterity, it always picks the first grasp in the list for the first picked up item. Try changing the hand order in the body definition perhaps?

Have you seen the devlog?

Basically it's an AI thing. Your character will pick up stuff in a certain order. First available free hand, then the next, and eventually putting things in the backpack once all hands are full. I'm fairly certain which hand is picked first (if both hands are free) is based off which comes first in the body part file. If you look at body_default in the raws, you'll notice that the right hand is defined before the left hand.

It's just really odd that all of my previous characters were right-handed and then I go create my character again with the mod in a new realm and surprise, left-hand is the main hand for her ("Huh!? dafuq?" was pretty much my reaction) but it's okay now as I had a backup of the region file before character creation so I just created my character again and got lucky with with the right-hand thing.

I'm now finally adventuring in that world, got enough dingo bones now to craft some bone gear, though I'm a bit bummed about not being able to craft gauntlets. Otherwise, so far so good!
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on February 18, 2016, 01:12:42 am
It's just really odd that all of my previous characters were right-handed and then I go create my character again with the mod in a new realm and surprise, left-hand is the main hand for her ("Huh!? dafuq?" was pretty much my reaction) but it's okay now as I had a backup of the region file before character creation so I just created my character again and got lucky with with the right-hand thing.

I'm now finally adventuring in that world, got enough dingo bones now to craft some bone gear, though I'm a bit bummed about not being able to craft gauntlets. Otherwise, so far so good!

Derp. Just double-check whether you were holding any other junk. :V
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Deon on February 18, 2016, 04:58:11 am
Yep, can't wait myself to see bugs with left/right gauntlets fixed.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Droggarth on February 18, 2016, 07:28:20 am
It's just really odd that all of my previous characters were right-handed and then I go create my character again with the mod in a new realm and surprise, left-hand is the main hand for her ("Huh!? dafuq?" was pretty much my reaction) but it's okay now as I had a backup of the region file before character creation so I just created my character again and got lucky with with the right-hand thing.

I'm now finally adventuring in that world, got enough dingo bones now to craft some bone gear, though I'm a bit bummed about not being able to craft gauntlets. Otherwise, so far so good!

Derp. Just double-check whether you were holding any other junk. :V

I did all sorts of testings and tricks yesterday, so about over a dozen-checks were made and couldn't get my previous character in the mod to be right-handed. Besides I got some personality traits of her wrong anyway.

Also I'm noticing that sometimes when picking up something you can hold about 3 extra items in the same hand, what's that about? noticed it yesterday when trying to switch the main hand with futile outcome.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Deon on February 18, 2016, 09:57:46 am
You can "r"emove as many items as you want, they will all go to random hands. This way you can wield 100 shields and be invulnerable, and stuff like that. It's a game bug with "r"emove of objects which does not check for a free grasp availability.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Droggarth on February 18, 2016, 01:01:41 pm
You can "r"emove as many items as you want, they will all go to random hands. This way you can wield 100 shields and be invulnerable, and stuff like that. It's a game bug with "r"emove of objects which does not check for a free grasp availability.

Ah, quite amusing actually now that I think about it.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Deon on February 19, 2016, 07:18:55 am
Quote from: Toady One
Of course, chopping down trees isn't very interesting by itself. The reason we went forward with it now is that next we'll be using the logs for some construction options and finally adventurer-driven site creation to cap adventure mode features for this release.
Woooo! I can't wait to see which new features it will give to the modding community.

I mean a basic rock knapping could be turned into a full fledged adv. mode crafting mode like this one. What a "site creation" can bring?! Hype!
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on February 19, 2016, 12:59:26 pm
This is going to be interesting to see, yes. X3
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Glatux on February 19, 2016, 02:36:01 pm
Is there a way to make the balm of power edible by adventurer because my adventurer can only lick it.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Max™ on February 20, 2016, 03:35:04 pm
Your species is probably [BONECARN] or something similar.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: KillzEmAllGod on March 08, 2016, 09:00:00 pm
Not getting any artifacts in fort mode might this be due to this mod or something else?
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Deon on March 10, 2016, 10:34:14 am
I just double-checked, and the setting is [ARTIFACTS:YES].

However the new token STRANGE_MOODS has been added in 0.42.* which I forgot to put in. Thanks a lot, just add [STRANGE_MOODS] to your dwarf creature, and I will fix it for the next update.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 10, 2016, 11:43:34 am
Ah, that's a new token? What used to control it then? Though I could've sworn that nothing controlled it, just being playable. Which does explain why I've had kobold camps get fucked over by a strange mood. -w-
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Teneb on March 10, 2016, 12:27:29 pm
Ah, that's a new token? What used to control it then? Though I could've sworn that nothing controlled it, just being playable. Which does explain why I've had kobold camps get fucked over by a strange mood. -w-
It used to be in the ini files. It was either artifacts for all fort-mode-playable creatures (and only in fort mode) or none at all. Now you can choose who makes artifacts.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Deon on March 11, 2016, 04:47:15 am
Previously I believe it used to be included in [TRANCES]. It possibly included both strange mood and combat trances.
That, or just being playable. The TRANCES thing was a thingamabob which I remember from some discussion, but I cannot find a proof.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Max™ on March 11, 2016, 05:47:41 am
That's martial trances.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Deon on March 11, 2016, 05:56:42 am
I know, but there was speculation that in old versions it was also necessary for strange moods. As I mentioned, I cannot find the source now :).

P.S. Like here:

That tag also dictates "industrial trances" - strange moods.

No it doesn't.

Basically it looks like it was a fake rumor.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 11, 2016, 11:11:12 am
As, I suspected, yeah. I could've sworn I'd had moods while playing as other creatures in the past, which would've cast doubt on that idea. o3o
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R18b) advmode crafting, material balance, bookmaking
Post by: KillzEmAllGod on March 13, 2016, 02:04:32 am
I just double-checked, and the setting is [ARTIFACTS:YES].

However the new token STRANGE_MOODS has been added in 0.42.* which I forgot to put in. Thanks a lot, just add [STRANGE_MOODS] to your dwarf creature, and I will fix it for the next update.

I was wondering why the hell there wasn't ever any strange moods, though I think that was really the single most depressing part. I just play this mod for fort mode mainly because of the changes for creatures/combat stuff.

The only thing I request is more secerts/insane megabests and maybe Orcs.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 13, 2016, 05:47:38 am
Release 19:
- Added STRANGE_MOODS to dwarves, they should make artifacts now.
- Fixed inconsistency between ASCII/Graphics version (one of them had creature-named leather, the other one generic named leather, stuck to the latter).

- Reworked alchemy:

Removed balm of power.

Added pills:
- Pill of energy, requires brain tissue, will give you temproary NOEXERT.
- Pill of painkiller, requires liver tissue, will give you temporary NOPAIN.

- Added new balms of physical attribute (agility, strength, toughness etc)
- They require 2 semimegabeast hearts each now, and give a permanent +25% buff to that attribute only.

- Added potion of indefatigability, gives permanent NOEXERT, requires a megabeast heart.
- Added potion of extravision, gives permanent EXTRAVISION, requires a megabeast heart.




Basically now you need two of semimegabeast hearts instead of one, and get a buff to 1 attribute only. But the range of possible attributes has been increased.
Balm of Power was removed, and its effects moved to other potions.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Droggarth on March 14, 2016, 01:52:00 am
Nice! But as for me, I'm gonna have to skip this update for now as I've already spent too much time in my current world and would hate to depart from it so soon.

Unless the update has missing craftable gear as follows: Crown, gauntlets, gloves, mittens, maul, whip, chain leggings, socks, shoes, tunic, dress, skirt, thong, loincloth... yikes, so much missing! :o

Must - Craft!

(http://orig01.deviantart.net/4693/f/2015/250/c/f/dwarf_blacksmith_by_vertibirdo-d98px9g.gif)
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 14, 2016, 05:21:09 am
Now that the crafting categories are possible, I shall include more variety to craft. I was just afraid to clutter up menu too much with not so important things before.

Quote
gauntlets, gloves, mittens

This unfortunately won't work.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 14, 2016, 06:44:51 am
gauntlets, gloves, mittens

As above, sadly. See issue: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273)

There are two notable workarounds though. The first is delicious heretic DFHack magic, apparently there's a utility that unfucks crafted gauntlets.

The second is to remove the
and
tokens from the body definitions for humanoid hands, but this renders normal gauntlets/gloves impossible to wear.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 14, 2016, 08:18:43 am
Your LEFT and RIGHT tokens have become forum formatting :D.

I would use DFHack for this, but I wanted to keep this mod DFHACK-free.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 14, 2016, 09:24:41 am
Glorious token-devouring forum. ;w;

And yeah, same reason I haven't tried implementing it in Adventurecraft.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Droggarth on March 14, 2016, 02:44:35 pm
Now that the crafting categories are possible, I shall include more variety to craft. I was just afraid to clutter up menu too much with not so important things before.

Quote
gauntlets, gloves, mittens

This unfortunately won't work.

Oh, damn. What a silly bug, really hope it gets fixed as crafting your own gauntlets, gloves and mittens is sort of mandatory for an adventurer.

Anyhow, I guess with clothing that goes underneath the chainmail and armor and just clothing in general could have it's own menu entry in the crafting menu like 'Tailoring', cause wearing chainmail without any clothing isn't comfortable, can get cold quickly.

On a side note: Problems like this with clothing and armors in games (lack of coloring them, lack of choices, lack of customization in general to fit my needs) are one of the main reasons lately why I just tend to play a half naked super-barbarian or a fully naked super-demoness so to bypass the need for armor entirely and women in fantasy games tend to have the worst protective "armor" ever anyway.. yes I get that it's for the silly sexy-factor and it is a fantasy after all so one might as well make oneself impervious to damage and just go bare nude into battle with a weapon of choice, better than having some half-arsed heavily aesthetic "armor" bits on IMO.
At least I can color and customize my super-creature's ENTIRE genetic structure in DF! Mwhahah!
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 14, 2016, 04:20:01 pm
You can also decorate stuff with bones of your victims. I find it mildly satisfactory.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Droggarth on March 14, 2016, 05:08:06 pm
You can also decorate stuff with bones of your victims. I find it mildly satisfactory.

Aye, quite useful thing to decorate artifact quality stuff to give them some character and make it easier to find them in the inventory. Since my custom race heals fast and is pretty much unkillable I usually prefer bone gear myself. Also is quite in theme with this Khorne chaos stuff I'm into.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 14, 2016, 05:12:10 pm
What, no decorating with gargoyle shell? X3
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Max™ on March 14, 2016, 08:54:33 pm
gauntlets, gloves, mittens

As above, sadly. See issue: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273)

There are two notable workarounds though. The first is delicious heretic DFHack magic, apparently there's a utility that unfucks crafted gauntlets.

The second is to remove the
and
tokens from the body definitions for humanoid hands, but this renders normal gauntlets/gloves impossible to wear.
Oh god that tickles me, I thought there was background color text or something and highlighted it before I realized what happened.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 14, 2016, 08:58:08 pm
Ow. Faildragon failed as usual. ;w;
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Glatux on March 15, 2016, 06:47:08 am
So I crafted a potion of indefatigabillity but my character can eat/drink it only lick it, also I can't use semimegabeast heart to craft balm.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 15, 2016, 06:56:19 am
1) You need 2 semimegabeast hearts.
2) Are you sure your character is not carnivore?
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Glatux on March 15, 2016, 07:08:22 am
1) You need 2 semimegabeast hearts.
2) Are you sure your character is not carnivore?
1) I had 2 hearts I just can't select them in the menu
2)Yes I played a carnivore
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Droggarth on March 15, 2016, 07:12:16 am
indefatigability!?? *looks up the word* Oh.

I have learned more words this month alone, all thanks to DF. Anyhow, why's the bone crown crafting missing? I'm of course still playing the previous v18 version. At least I can make the bone helm look like a crown with encircled spikes of bone.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 15, 2016, 08:55:03 am
1) You need 2 semimegabeast hearts.
2) Are you sure your character is not carnivore?
1) I had 2 hearts I just can't select them in the menu
2)Yes I played a carnivore
1) Just tested, cannot do it either. It must be DF being weird here. I have the same reaction class implementation both on semimegabeast and megabeast hearts. First does not work, second works. I will research it, thank you.
2) Carnivores cannot eat plants, which is a substitute for potions :(. I will see what I can do about it.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 15, 2016, 10:20:28 am
1) Just tested, cannot do it either. It must be DF being weird here. I have the same reaction class implementation both on semimegabeast and megabeast hearts. First does not work, second works. I will research it, thank you.
2) Carnivores cannot eat plants, which is a substitute for potions :(. I will see what I can do about it.

Strange. Why not make the potion a LIQUID_MISC and specify that the the product goes into a container, like a waterskin/flask? That works acceptably, only issue is ability to duplicate fluids. Which is still acceptable to me at least, assuming one uses temporary effects.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 15, 2016, 04:29:25 pm
Yeah, there are many ways to do it. Still unsure why [REACTION:megabeast heart] works, and [REACTION:semimigabeast heart] is not understood :P. Something fishy is going on here.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 15, 2016, 04:35:01 pm
Maybe the wrong reaction classes are being given to whatever material the semi-megabeast hearts are using?
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 15, 2016, 04:51:02 pm
I double checked it from work, it is done exactly in a same way. I mean I could make some stupid mistake, but it is unlikely. It literally does the same both to ettins and dragons :). That's why I am interested to check it immediately, just gotta finish my work document.

Checked again, the material definition (slapping REACTION_CLASS after [SELECT MATERIAL:HEART] in creature raw) and reaction reagents are IDENTICAL. Literally no clue how this works for one and does not work for another :P.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 15, 2016, 05:02:01 pm
I double checked it from work, it is done exactly in a same way. I mean I could make some stupid mistake, but it is unlikely. It literally does the same both to ettins and dragons :). That's why I am interested to check it immediately, just gotta finish my work document.

Checked again, the material definition (slapping REACTION_CLASS after [SELECT MATERIAL:HEART] in creature raw) and reaction reagents are IDENTICAL. Literally no clue how this works for one and does not work for another :P.

OOHHHHHHHHHHHHHHHH!!!!!!!!!!!!

[CAN_LEARN][CAN_SPEAK]

Intelligent creatures, disallowed to be used in reactions!
And semimegabeasts are intelligent bastards. Made a fool of me.
How could I be so stupid. Gonna work around that.

P.S. It literally downed on me like a lightning strike or a landslide. I totally forgot about this :D.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 15, 2016, 05:05:10 pm
Same reason Max's skullcarving doesn't work for me even when copying his additions perfectly? :V
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 15, 2016, 05:05:44 pm
I will just make EBO soulgems which can be crushed for alchemy or something.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 15, 2016, 06:17:34 pm
Oh right, I forgot about that, doh!

Yeah, I just traded intelligence for natural skills. :V
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19) advmode crafting, material balance, bookmaking
Post by: Deon on March 15, 2016, 06:55:34 pm
Okay, it is stupid. Even inorganic materials (i.e. gems dropped from gizzards) cannot be used in reactions if the creature is intelligent >.<.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19b) advmode crafting, material balance, bookmaking
Post by: Deon on March 15, 2016, 07:07:52 pm
Release 19b.

Normal semimegabeast hearts won't fit anymore.

Only griffins produce lesser soulgems when butchered, and megabeasts produce soulgems.
Lesser soulgem can be turned into 1 arcane catalyst. Soulgem can be turned into 5 arcane catalysts.

1 hour nopain/noexert pills cost 1 catalyst each.
Stat-buffing potions cost 2 catalysts each.
Permanent extravision potion costs 3 catalysts.
Permanent noexert potion costs 5 catalysts.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19b) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 15, 2016, 07:22:58 pm
Huehuehue. See why I axed CAN_LEARN from semi-megabeasts? ;w;

Plus, there is no way in hell that I'm letting Toady prevent me from making minotaur leather armor. :V
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Max™ on March 16, 2016, 12:21:35 am
That's why I went with the "hunting" interaction to mark a target and remove the can learn tags.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 16, 2016, 10:42:09 am
So basically the options are don't use semi-megabeasts, make them non-sentient, or add a "hurrdurr know I don't know math" spell. o3o
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Max™ on March 16, 2016, 07:55:30 pm
Call it a stupid smack, you're hitting them so hard they get brain damage, and it's ok to eat the brain damaged.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 16, 2016, 08:17:37 pm
So basically a concussion cannibalism spell. >w>
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Max™ on March 16, 2016, 08:34:56 pm
Though I do need to remind myself to implement a version so I can grant the ability temporarily because otherwise you can't retire an adventurer somewhere without THEM going around giving everybody stupidsmacks.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on March 16, 2016, 08:43:28 pm
Though I do need to remind myself to implement a version so I can grant the ability temporarily because otherwise you can't retire an adventurer somewhere without THEM going around giving everybody stupidsmacks.

If I recall, add some additional self-targeted side effect and it'll...no wait. Nevermind, adding a useless enemy-targeting effect is how you get a self-targeting buff to be restricted to combat use, so it wouldn't work the other way around. ._.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Max™ on March 16, 2016, 08:44:48 pm
Yup, I just need to add a duration since I only need it when I'm first hunting down semi-megabeasts/dragons.

I love the nonsense that takes place with intelligent dragons too much to give them up now.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: KillzEmAllGod on April 04, 2016, 02:46:06 am
Seems the newer giant creatures are missing.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Salperticon on April 22, 2016, 05:49:58 pm
Quote
- Cooking: salad making from leaves.

I am not sure if I just overlook it, but can it be that this reaction is not available in the current version?
I picked the Phoebus version for 2015, linked in the first post.
It is not that the reaction is failing, but it is missing completely for me.


On another note, is there any way to get gloves / mittens / gauntlets in this mod?
I have read a few pages earlier that it is not possible to include them in the reactions, because they are made in left and right variants.
But maybe I can somehow include them in some form of "cheating" for my character?
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Droggarth on April 22, 2016, 07:07:29 pm
On another note, is there any way to get gloves / mittens / gauntlets in this mod?
I have read a few pages earlier that it is not possible to include them in the reactions, because they are made in left and right variants.
But maybe I can somehow include them in some form of "cheating" for my character?

Yeah about those, seems there's indeed no way to define a left/right gauntlet, glove, mitten. The only tool that can do that is DFhack with 'createitem' function. Like so in the DFhack console while in 'z' screen aka character's status screen:

Code: [Select]
createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 1

And to change their quality from ordinary to masterful then either use DFtool which is alot easier to use or use 'gui/gm-editor' while being in the item-your-looking at screen, the one where the items weight is shown. It brings up a menu where you should see the name 'quality' and next to it '0 (Ordinary)', change that to whatever you like.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Salperticon on April 22, 2016, 07:30:11 pm
Thanks a bunch for the quick reply.
I will give that a try.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on April 23, 2016, 01:45:43 am
Cooking in adventure mode does not work. Flat-out. Well, if the end result is prepared meals. Unless you use heretical DFHack magic. :V
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Deon on April 26, 2016, 11:51:22 am
Quote
- Cooking: salad making from leaves.

I am not sure if I just overlook it, but can it be that this reaction is not available in the current version?
I picked the Phoebus version for 2015, linked in the first post.
It is not that the reaction is failing, but it is missing completely for me.

I probably did not update the post in time. I did cut it out because it was too easy to get meals anywhere, and I was not willing to make a more complex reaction while there's a lot of other food sources. If you have fun ideas, I will be happy to implement them later.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on April 26, 2016, 10:05:11 pm
I probably did not update the post in time. I did cut it out because it was too easy to get meals anywhere, and I was not willing to make a more complex reaction while there's a lot of other food sources. If you have fun ideas, I will be happy to implement them later.

Not like leaving it in was a good idea anyway. See:

Cooking in adventure mode does not work. Flat-out. Well, if the end result is prepared meals. Unless you use heretical DFHack magic. :V
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Droggarth on April 27, 2016, 12:04:04 am
I probably did not update the post in time. I did cut it out because it was too easy to get meals anywhere, and I was not willing to make a more complex reaction while there's a lot of other food sources. If you have fun ideas, I will be happy to implement them later.

Not like leaving it in was a good idea anyway. See:

Cooking in adventure mode does not work. Flat-out. Well, if the end result is prepared meals. Unless you use heretical DFHack magic. :V

The only thing I just understood was basically that: Prepared food is heresy, and heresy grows from idleness (going by the quote from Warhammer40k), prepared food has been idle for far too long so it went over to the forces of chaos as too much blood and raw meat were consumed in Adventure Mode instead of prepared meals.

The only thing an DF adventurer can eat prepared without mods and sorcery is for example: 'prepared brain' or 'prepared meat'. Oh dear, food is heresy! *eats heresy*
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Deon on May 09, 2016, 08:19:08 pm
Oh my F G.

We have state holidays. I work almost alone, so much work.

Then STELLARIS AND DF PATCH COME OUT ON THE SAME DAY! *cries profusely*

Ahem.

Sorry for the delay, tons of work and I am going to play at least one game of Stellaris :).
Then I will make sure to update the mod and include new features.
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Droggarth on May 09, 2016, 09:16:33 pm
..Then STELLARIS AND DF PATCH COME OUT ON THE SAME DAY! *cries profusely*

Ahem.

Sorry for the delay, tons of work and I am going to play at least one game of Stellaris :).
Then I will make sure to update the mod and include new features.

What!? I too just started playing Stellaris and just got the DF news by refreshing the page and reading that the new version's out. :o
Title: Re: [0.42.06] ✫ DF Wanderer ✫ (R19c) advmode crafting, material balance, bookmaking
Post by: Random_Dragon on May 09, 2016, 11:55:15 pm
Hnnng, I'm gonna have to update my mods tomorrow. Glorious.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20) - Hail construction and adventure mode crafting!
Post by: Deon on May 15, 2016, 11:19:28 am
0.43.02 - DF Wanderer (release 20) is out.


And here's the full update to the new release.

Most of reactions (besides ammo crafting, trinket carving and a few others) require to build a carpenter's workshop first.
That's a placeholder until Toady allows us to make custom workshops. Then I will go wild with thematic crafting stations :).

All reactions are updated accordingly.
Fixes vanilla crafting typos.

I took my time to remove all the "branches" I carefully added in to each tree just in the previous version of the game. If only I knew :D.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20) - Hail construction and adventure mode crafting!
Post by: Random_Dragon on May 15, 2016, 11:23:10 am
Cute. I'm thinking I might make shields in my mod demand a log instead of a branch. Already I scrapped the vanilla reaction in favor of the mod's existing "no workshop needed" version.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20) - Hail construction and adventure mode crafting!
Post by: Deon on May 15, 2016, 11:35:43 am
I was going to check and yes, shields here require a log, unless it's a leather shield which requires a stick for the frame.

CHecking that, I noticed: VANILLA has an error! All training weapon products are marked as a shield, while they should clearly be WEAPON type. I am reuploading the mod with a fix ASAP.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20) - Hail construction and adventure mode crafting!
Post by: Random_Dragon on May 15, 2016, 11:39:35 am
Ack, That's something Toady presumably will fix in the next update, but I oughta fix that for the mod too. @_@

And yeah, I'll likely too that both for realism (good luck taking a single stick and making a shield), and for gameplay balance. If you start off as an outsider, the other two options for shields (leather and metal) require some effort to make. But if all you have to do is pull off a branch, there's no reason to bother with the other types of shield.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20) - Hail construction and adventure mode crafting!
Post by: Droggarth on May 15, 2016, 12:19:48 pm
0.43.02 - DF Wanderer (release 20) is out.

Spoiler (click to show/hide)

Acghk, tempted to grab it but that means starting my world and progress all over again. Eh, I can manage with the old crafting raws as I can edit them on the go to spawn-create something I need without in-depth hassle. TBH it's the crafting part of the mod I originally needed as I can do without the creature changes of the mod.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20) - Hail construction and adventure mode crafting!
Post by: Forwe on May 16, 2016, 02:46:21 pm
I've tried to "assemble a stone axe" with a stick and sharp rock, but it made a "shale mortar" for some reason
EDIT Not sure whether it changes anything or not, but it was with a fresh install, Phoebus version
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20) - Hail construction and adventure mode crafting!
Post by: Random_Dragon on May 16, 2016, 03:23:41 pm
I've tried to "assemble a stone axe" with a stick and sharp rock, but it made a "shale mortar" for some reason

I would assume that the product for the reaction is an item token that's a tool, but not the correct ID for stone axes.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20) - Hail construction and adventure mode crafting!
Post by: Deon on May 17, 2016, 05:12:20 am
Thanks for the report, I was including the Toady's reactions in a hurry and probably made a typo. I will make a fix soon, should work on save games.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20) - Hail construction and adventure mode crafting!
Post by: Deon on May 17, 2016, 05:14:01 am
Derp, it was easier than that. I just worked on ASCII version, and then quickly moved changes to graphic version, and forgot to include the axe.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20a) - Construction and adventure mode crafting
Post by: Deon on May 17, 2016, 05:18:02 am
Release 20a:
- Added stone axe tool to the graphics raws as well.
- Removed no longer used "smelting pit" (now Carpenter's workshop is used for most of reactions anyway, since that's the only workshop we can build for now).
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20a) - Construction and adventure mode crafting
Post by: Metaltooth on July 09, 2016, 01:52:41 pm
I am having trouble with leatherworking

I have 2 stacks of rough skin
2 rough skin and 15 rough skin but when i attempt to make leather it says I need a third rough skin(?)
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20a) - Construction and adventure mode crafting
Post by: TechnoScrabble on September 13, 2016, 02:02:47 pm
Is there a version of this mod that only adds the crafting for adventure mode? I don't really want the other stuff.

EDIT: Also, why does using this mod force LNP to keep DFHack disabled, and screw around with so many of the options?
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20a) - Construction and adventure mode crafting
Post by: Taffer on September 23, 2016, 01:15:11 pm
I liked the look of this mod, but it wasn't updated to 0.43.05 and reviewing the raws with a diff utility, there were a number of little fixes here and there in the vanilla RAWs that Wanderer hadn't incorporated. (For example, Wanderer's muskox don't have horns, Gorlaks can't open doors). So I cleaned and updated (https://www.dropbox.com/s/3oga3tg77hy79ma/DF%20Wanderer.zip?dl=0) it. Lots of differences that weren't mentioned in the OP and didn't seem to be in the scope of the mod. If it's not mentioned in the OP and didn't seem like a deliberate change, it's been removed. In the process, the files picked up a few minor fixes.

Creature_reptiles has been updated, and Wanderer's material changes added to the new creatures. I wasn't at all sure what to do with the plants files, as the original post doesn't mention anything that explains the extensive changes: I kept the new plant_potions file, but deleted the others: they didn't seem to be referencing plant_potions and were far too different from 0.43.05's raw files to easily sort out. I can harvest branches and craft things perfectly fine with the vanilla plants files intact, but perhaps I'm missing something.

I probably screwed up in places, but I get no errors with this on vanilla 0.43.05, provided that reaction_adv_carpenter.txt is deleted. It should be easier to update to new releases now using diff utilities, and easier to blend this with other mods. This is still Deon's work on Bay 12's files. I'm mostly just posting this so that Deon can consider using the files. I'm still uncertain why some tags are duplicated: ie, [NATURAL_SKILL:DISCIPLINE:*] is duplicated for many of the creature_megabeast and creature_semimegabeast creatures. [NOPAIN] is duplicated for Rocs and Griffons, among others.

I hope you don't mind my questions and cleaned version, Deon. Thank you kindly for the mod. It plays well, and I like that it helps to balance the game. Personally, I merged it with Grimlocke's Modest Bodies patch (which doesn't require either mod), the Appearance Tweaks mod and the Fantastic mini mods.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20a) - Construction and adventure mode crafting
Post by: Taffer on October 08, 2016, 05:06:51 pm
I'm not sure if anybody cares about my cleaned version (https://www.dropbox.com/s/3oga3tg77hy79ma/DF%20Wanderer.zip?dl=0), but I updated it again: I disliked how creature_standard and material_template_default were split into several files each: it made it difficult to see what changes were made and it made it difficult to merge other mods in, so everything but the griffons have been merged back into creature_standard and material_template_default. I also renamed reaction_adventurer to reaction_adv_carpenter, so that users can just drag and drop it over 0.43.05 and everything should just work. There's nothing in the errorlog for me.

For users, the only real difference--provided I didn't screw up--is that it's meant for DF 0.43.05, not 0.43.02. For modders, this mod should now be significantly easier to update to new versions or to mix with other mods: literally every line difference in any diff utility over the entire folder should be an in-scope mod change, aside from reaction_adv_carpenter and the new creature_savage_tropical and plant_potions files.

If you don't actually care about adventure mode crafting then just copy over everything except for reaction_adv_carpenter, reaction_other, and entity_default. While this removes the "main feature" of DF Wanderer, the remaining changes are still excellent and worth using. The reverse--removing everything except the crafting changes--won't work, and I don't care enough to get it working.

Of course, Deon is welcome to use this. I made it for myself, mostly.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20a) - Construction and adventure mode crafting
Post by: Taffer on October 09, 2016, 08:48:27 pm
Finally, I've cleanly merged the Modest Mod and DF Wanderer for 0.43.05, AKA the  Modest Wanderer (https://www.dropbox.com/s/l9ljo6yk88rfl84/Modest%20Wanderer%200.43.05.zip?dl=0). Just install it over a regular game. For more details, see my posts above along with these (http://www.bay12forums.com/smf/index.php?topic=148265.msg7209809#msg7209809) two (http://www.bay12forums.com/smf/index.php?topic=148265.msg7209811#msg7209811) posts.

EDIT (Nov 3, 2016): Re-added the griffon to both my Wanderer and Modest Wanderer posts.
Title: Re: [0.43.05] ✫ DF Wanderer ✫ (R21): Taffer's update/merge /w Modest Mod in 1stpost.
Post by: Deon on December 31, 2016, 03:09:33 pm
Thank you for keeping it updated while I am away. I cannot say much why I am away because it's very personal, but I do really appreciate it that you spent your time on this and enjoyed it.

I have put the links to both versions in the first post.
Title: Re: [0.43.02] ✫ DF Wanderer ✫ (R20a) - Construction and adventure mode crafting
Post by: Random_Dragon on December 31, 2016, 04:18:27 pm
- Removed no longer used "smelting pit" (now Carpenter's workshop is used for most of reactions anyway, since that's the only workshop we can build for now).

I've been tempted to make use of the carpenter's workshop for my mod as well, but for now I've been holding out on doing so. If I do I'm planning to separate metalworking recipes into stuff you logically could hammer out of scrap, versus actual forging.

Then again, that might tempt me to limit hammering out scrap weapons to only metals you could logically cold-work, but then I'd have to add separate recipes for forging the same items using any metal.
Title: Re: [0.43.05] ✫ DF Wanderer ✫ (R21): Taffer's update/merge /w Modest Mod in 1stpost.
Post by: T3chW0lf20 on July 07, 2017, 07:15:02 pm
for some reason the newest version removes some of the animal people.
Does anyone know why?
Title: Re: [0.43.05] ✫ DF Wanderer ✫ (R21): Taffer's update/merge /w Modest Mod in 1stpost.
Post by: Taffer on July 08, 2017, 06:44:32 am
for some reason the newest version removes some of the animal people.
Does anyone know why?

It's a feature of DF Wanderer that isn't mentioned in the OP: the mod removes many creatures in the game, presumably to simplify things. In my opinion, this is actually a pretty cool feature: DF has too many superfluous or silly creatures. In addition, Wanderer rewrites some of the giant felines from "giant variations of normal felines" to "copied and pasted normal felines, rewritten to be large". It also adds griffons. I'm pretty sure that I kept it all in my updated version, but note that I won't be maintaining it going forward.

You'll have to wait for Deon for a proper answer to why, but at least I can confirm that this affects more than just a few animal men.
Title: Re: [0.43.05] ✫ DF Wanderer ✫ (R21): Taffer's update/merge /w Modest Mod in 1stpost.
Post by: T3chW0lf20 on July 10, 2017, 09:52:59 am

It's a feature of DF Wanderer that isn't mentioned in the OP: the mod removes many creatures in the game, presumably to simplify things. In my opinion, this is actually a pretty cool feature: DF has too many superfluous or silly creatures. In addition, Wanderer rewrites some of the giant felines from "giant variations of normal felines" to "copied and pasted normal felines, rewritten to be large". It also adds griffons. I'm pretty sure that I kept it all in my updated version, but note that I won't be maintaining it going forward.

You'll have to wait for Deon for a proper answer to why, but at least I can confirm that this affects more than just a few animal men.

Do you know how I could ad the Wolf men/women back in, as you can see from my username they're kinda important
Title: Re: [0.43.05] ✫ DF Wanderer ✫ (R21): Taffer's update/merge /w Modest Mod in 1stpost.
Post by: Taffer on July 10, 2017, 10:04:18 am
Do you know how I could ad the Wolf men/women back in, as you can see from my username they're kinda important

They're just text files. Searching for "wolf" in the default raws reveals that there's ice wolves in creature_standard and wolves in creature_large_temperate. Download a program such as DiffMerge (https://www.sourcegear.com/diffmerge/) to compare vanilla's creature_large_temperate with Wanderer's creature_large_temperate, and it'll be apparent what was deleted that needs to be added back in.
Title: Re: [0.43.05] ✫ DF Wanderer ✫ (R21): Taffer's update/merge /w Modest Mod in 1stpost.
Post by: jecowa on May 02, 2018, 08:56:32 pm
Someone was asking about this mod on Reddit (https://www.reddit.com/r/dwarffortress/comments/8fntwx/biweekly_df_questions_thread/dycnhcy/).

I tried updating this to DF v0.44.09. However with the Display Case and Pedestal, I'm not sure what needs to be done to move them to the DF Wanderer style format. These two items are included, but are unchanged from vanilla.

Download "DF Wanderer for DF v0.44.09.zip" on MediaFire (http://www.mediafire.com/file/b2h5d7v576gcdzp/DF%20Wanderer%20for%20DF%20v0.44.09.zip)